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Trial registered on ANZCTR
Registration number
ACTRN12624000123549
Ethics application status
Approved
Date submitted
14/12/2023
Date registered
12/02/2024
Date last updated
25/06/2024
Date data sharing statement initially provided
12/02/2024
Type of registration
Prospectively registered
Titles & IDs
Public title
Evaluating the effect of an online game on depression symptoms in trans young people
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Scientific title
Evaluating the effect of an online game on depression symptoms in trans young people
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Secondary ID [1]
309956
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Nil
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Universal Trial Number (UTN)
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Trial acronym
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Linked study record
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Health condition
Health condition(s) or problem(s) studied:
Depression
330439
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Condition category
Condition code
Mental Health
327286
327286
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0
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Depression
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Mental Health
327462
327462
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0
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Anxiety
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Intervention/exposure
Study type
Interventional
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Description of intervention(s) / exposure
The project aims to evaluate the efficacy, acceptability and feasibility of a mobile serious game adapted specifically for and with trans young people (SPARX-T) in preventing the onset and exacerbation of depressive symptoms, compared to a waitlist control.
SPARX is an online, serious game; an intervention that uses gaming for serious purposes. Developed by researchers at the University of Auckland, the program was designed to be unguided and interactive, using a fantasy game format to provide cognitive behavioural skills to treat mild to moderate symptoms of depression in young people. SPARX users choose and personalise an avatar and are led through the program by a virtual guide who provides context and links the content of the program to their real-life experiences. Prior research by members of this project’s investigation team has found that the use of personalised avatars to express and realise gender identity by trans young people in a virtual space confers benefits such as increased wellbeing (Morgan et al., 2020). In SPARX, the user navigates their way through a series of challenges within a fantasy world that has been overrun by GNATs (gloomy, negative, automatic thoughts), with the mission of restoring balance in the game world.
Phase I of this research project involved working with trans young people aged 11-18 to form focus groups that engaged in semi-structured group discussions. These young people were also given access to existing versions of SPARX (SPRAX-R and Rainbow SPARX) and were asked to maintain an online diary to track their experiences. This phase concluded with focus groups following this access period to discuss the games and determine the desired changes of the applications in order to create SPARX-T.
Following the processes in Phase I of this research project, in Phase II we determined the changes required to successfully adapt SPARX to the SPARX-T prototype and our developers produced the SPARX-T app for evaluation in Stage 3. Specifically, we adapted aspects of the game such as introducing a customisable avatar, including language, content and supportive resources tailored to the trans-specific context, and adapting the ‘notebook’ to allow personalised content to be added by users. These changes have been embedded throughout the game with the inclusion of characters that use they/them pronouns, example scenarios that have been adapted to be potential situations young trans people may face and the removal of gender options for the customisable avatar.
SPARX-T consists of 7 levels that take approximately 20 minutes to complete. Participants will be encouraged to complete 1/2 levels per week over a 5-week period and whilst this will be monitored, the user is able to complete the levels at their discretion. Adherence to the intervention will be monitored using app data and a single reminder text will be sent those in the intervention group 3 weeks into the intervention period to only participants who have not completed a module or only completed module 1.
The titles of the levels and a brief overview of the core focus are listed below:
Level 1—cave province: finding hope
Psychoeducation about depression and an introduction to the cognitive behavioural therapy model Introducing GNATs (Gloomy Negative Automatic Thoughts)
Level 2 ice province: being active
Activity scheduling and behavioural activation
Level 3—volcano province: dealing with emotions
Dealing with strong emotions: anger and hurt feelings
Level 4—mountain province: overcoming problems
Problem solving using STEPS: Say the problem, Think of solutions, Examine the pros and cons, Pick one and try it, See what happens
Level 5—swamp province: recognising unhelpful thoughts
Cognitive restructuring—recognising different types of GNATs
Level 6—bridgeland province: challenging unhelpful thoughts
Cognitive restructuring—learning to challenge or “swap” negative thoughts for helpful ones
Level 7—canyon province: bringing it all together
Recap of all skills
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Intervention code [1]
326376
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Prevention
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Intervention code [2]
327735
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Behaviour
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Comparator / control treatment
Waitlist control compared to intervention group. Those in waitlist will receive intervention after the intervention group have completed the intervention and post-intervention and follow up surveys (approximately 13 weeks post baseline). Control group will receive usual care and will be able to access the app at follow up (13 week) time period. It is anticipated that many of the target population may be engaged with mental health care supports in both control and intervention groups due to the nature of the study. This care may include mental health support from a general practitioner (GP), psychologist, counsellor, school-based well-being service (psychologist, chaplain, counsellor etc) or from more informal supports such as family, peers and online communities.
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Control group
Active
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Outcomes
Primary outcome [1]
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Any change in depression symptoms score on Patient Health Questionnaire 9 for Adolescents (PHQ-A)
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Assessment method [1]
335324
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Timepoint [1]
335324
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Comparison of baseline (0 weeks), post intervention (5 weeks) (primary timepoint) and follow up (13 weeks)
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Secondary outcome [1]
423950
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Any change in score on Generalised Anxiety Disorder Assessment (GAD-7) compared to baseline
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Assessment method [1]
423950
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Timepoint [1]
423950
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Baseline (0 weeks), Post intervention (5 weeks) and follow up (13 weeks)
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Secondary outcome [2]
423951
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Any change in score on Short Warwick-Edinburgh Mental Well-being Scale (SWEMWBS) compared to baseline.
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Assessment method [2]
423951
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Timepoint [2]
423951
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Baseline (0 weeks), Post intervention (5 weeks) and follow up (13 weeks)
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Secondary outcome [3]
429999
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Any change in score of Gender Preoccupation and Stability Questionnaire 2nd Edition (GPSQ-2)
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Assessment method [3]
429999
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Timepoint [3]
429999
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Baseline (0 weeks), Post intervention (5 weeks) and follow up (13 weeks)
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Secondary outcome [4]
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Acceptability assessed using scores on core module of Game Experience Questionnaire (GEQ).
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Assessment method [4]
430495
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Timepoint [4]
430495
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Measured at post intervention (5 weeks) for intervention group.
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Secondary outcome [5]
430496
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Feasibility of intervention assessed using automated application data tracking partial, full and total module completion as well as participants enrolled vs participants accessing application.
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Assessment method [5]
430496
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Timepoint [5]
430496
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Throughout intervention time period (0-5 weeks).
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Eligibility
Key inclusion criteria
Inclusion Criteria
• 14-18 years old.
• Living in Australia
• Proficient in English.
• Own or have access to an iPhone
• Access to an internet connection
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Minimum age
14
Years
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Maximum age
18
Years
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Sex
Both males and females
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Can healthy volunteers participate?
Yes
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Key exclusion criteria
• Participant reports serious current suicidal ideation and/or intent at baseline
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Study design
Purpose of the study
Prevention
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Allocation to intervention
Randomised controlled trial
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Procedure for enrolling a subject and allocating the treatment (allocation concealment procedures)
Allocation is not concealed
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Methods used to generate the sequence in which subjects will be randomised (sequence generation)
Randomised by Qualtrics software
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Masking / blinding
Blinded (masking used)
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Who is / are masked / blinded?
The people analysing the results/data
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Intervention assignment
Parallel
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Other design features
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Phase
Not Applicable
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Type of endpoint/s
Efficacy
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Statistical methods / analysis
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Recruitment
Recruitment status
Recruiting
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Date of first participant enrolment
Anticipated
3/05/2024
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Actual
3/05/2024
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Date of last participant enrolment
Anticipated
30/08/2024
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Actual
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Date of last data collection
Anticipated
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Actual
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Sample size
Target
166
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Accrual to date
1
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Final
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Recruitment in Australia
Recruitment state(s)
ACT,NSW,NT,QLD,SA,TAS,WA,VIC
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Funding & Sponsors
Funding source category [1]
314132
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Government body
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Name [1]
314132
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Western Australian Future Health Research and Innovation Fund (Government of Western Australia, Department of Health)
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Address [1]
314132
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189 Royal St, East Perth WA 6004
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Country [1]
314132
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Australia
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Primary sponsor type
Charities/Societies/Foundations
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Name
Telethon Kids Institute
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Address
Perth Children's Hospital, 15 Hospital Avenue, Nedlands WA 6008
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Country
Australia
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Secondary sponsor category [1]
317501
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None
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Name [1]
317501
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Address [1]
317501
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Country [1]
317501
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Ethics approval
Ethics application status
Approved
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Ethics committee name [1]
313267
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University of Western Australia Human Research Ethics Committee
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Ethics committee address [1]
313267
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35 Stirling Hwy, Crawley WA 6009
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Ethics committee country [1]
313267
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Australia
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Date submitted for ethics approval [1]
313267
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22/06/2023
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Approval date [1]
313267
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06/12/2023
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Ethics approval number [1]
313267
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Summary
Brief summary
Trans and gender diverse young people face an alarming rate of mental health difficulties. Due to their unique experiences, the lack of available tailored mental health interventions, and their preference for trans-informed digital delivery formats, there is a pressing need for an engaging and effective, evidence-based prevention intervention, designed with and for trans youth specifically. The aim of this project is to evaluate the efficacy, acceptability and feasibility of a mobile serious game adapted specifically for and with trans young people (SPARX-T) in preventing the onset and exacerbation of depressive symptoms, compared to a waitlist control.
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Trial website
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Trial related presentations / publications
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Public notes
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Contacts
Principal investigator
Name
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A/Prof Yael Perry
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Address
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Perth Childrens Hospital 15 Hospital AveNedlands 6009
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Country
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Australia
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Phone
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+61 411 894 613
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Fax
127542
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Email
127542
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[email protected]
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Contact person for public queries
Name
127543
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Holly Moss
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Address
127543
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Perth Childrens Hospital 15 Hospital Ave Nedlands 6009
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Country
127543
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Australia
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Phone
127543
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+61 8 6319 1000
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Fax
127543
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Email
127543
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[email protected]
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Contact person for scientific queries
Name
127544
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Holly Moss
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Address
127544
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Perth Childrens Hospital 15 Hospital AveNedlands 6009
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Country
127544
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Australia
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Phone
127544
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+61 8 6319 1000
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Fax
127544
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Email
127544
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[email protected]
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Data sharing statement
Will individual participant data (IPD) for this trial be available (including data dictionaries)?
No
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No/undecided IPD sharing reason/comment
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What supporting documents are/will be available?
No Supporting Document Provided
Doc. No.
Type
Citation
Link
Email
Other Details
Attachment
19640
Study protocol
386121-(Uploaded-12-12-2023-13-23-01)-Study-related document.docx
19641
Informed consent form
386121-(Uploaded-09-01-2024-14-20-41)-Study-related document.docx
19642
Ethical approval
386121-(Uploaded-09-01-2024-14-20-14)-Study-related document.pdf
Results publications and other study-related documents
Documents added manually
No documents have been uploaded by study researchers.
Documents added automatically
No additional documents have been identified.
Download to PDF