The purpose of this study was to determine the effectiveness of a video-game intervention for improving adherence for adolescents and young adults with malignancies including acute leukemia, lymphoma, and soft-tissue sarcoma.
The objective of the current study was to examine social functioning among AYAs within the first 2 years after a cancer diagnosis and compare their scores with population norms and identify trajectories of social functioning over time and its correlates.
Slice and dice! Seek and destroy! That’s what adolescent and young adult cancer patients told us they wanted to do to their disease.