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Experimental Video GamesNCT05850312

Gamified Digital Intervention to Enhance the Efficacy of Exposure Therapy for OCD

A study testing Gamified Digital Intervention - Feasibility Analysis on MoM and Gamified Digital Intervention in people with Experimental Video Games and Behavioral Assessment, run by Idaho State University.

Not yet recruiting

Opening soon. The study is approved but enrolment has not started yet. Sites may already take enquiries.

Sites and contacts
Official record
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Trial summary

Aim 1 - Clinically analyze the game Militant of the Maze (MoM) as a vehicle for Exposure Theory, including, play, observation, and feedback from five clinicians. MoM, developed in our lab, emphasizes the significance of controlled alternation, while achieving a goal of an individual suffering from OCD who considers… Read more about this study

Who is it for?
Ages 18 years and olderHealthy volunteers can take part
What is being tested?
Gamified Digital Intervention - Feasibility Analysis on MoM and Gamified Digital Intervention
Type of treatment
Medical device
Could I receive a placebo?
No, everyone receives an active treatment
How many people
10 participants
Where
No sites listed yet
Study dates
30 Apr 2026to 30 Jun 2026
Phase
Interventional
Are there results?
Not yet: the study is under way

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 18 years and older
  • All sexes
  • Healthy volunteers accepted
  • Adult, Older adult

Who may be able to join

  • Must be a clinician (for Group 1)
  • Must be an adult with no symptom of OCD/phobia (for Group 2)

Who cannot join

  • Less than 18 years of age

Trial locations and contacts

No sites are listed yet. Contact the study team or a site near you to ask about taking part.

Farjana Z Eishita, PhD contact

(208) 282-3302

farjanaeishita@isu.edu

Rick Pongratz, PhD contact

(208) 282-2130

rickpongratz@isu.edu

About this study

Aim 1 - Clinically analyze the game Militant of the Maze (MoM) as a vehicle for Exposure Theory, including, play, observation, and feedback from five clinicians. MoM, developed in our lab, emphasizes the significance of controlled alternation, while achieving a goal of an individual suffering from OCD who considers that there is only one optimal way of solving a problem. Since this game is already developed in the PI's research lab, this can accommodate OCD treatment strategies, a significant amount of time can be conserved. While the game runs on hand-held devices, all proposed subject testing will be conducted in the laboratory.

Aim 2: Based on the feedback, modifications will be made in MoM to inject narrative, mechanics, and gameplay to address the features of Exposure Therapy that aims to deal with the ob- session/compulsion of cleanliness. One of the key mechanisms of this game will be exposing the patients to simulated human sneezing by using animated splashes of droplets on the screen that the patent will need to wipe without becoming agitated.

Aim 3: Once the game is developed, another round of laboratory case study will be conducted. In the first phase of this round of study, 5 clinicians will play the game to evaluate the revised game MoMG. In the next phase, 5 carefully-selected non-clinician participants will play the game. under real-time observation of clinicians, to ensure that subjects experience no harm, and that the gameplay is interesting and enjoyable. Observational data, including stress measures such as real- time heart rate will be collected, along with verbal protocol and video recording for further analysis, game enhancement, and testing as an exposure therapy mechanism.

Read the detailed description

A laboratory experiment will be conducted to analyze the playability and feasibility of the proposed game as an effective tool of Exposure Therapy to treat people with cleanliness OCD. The experimental procedure will include the following 3 steps-

  1. Initially the aim is to recruit 5 clinicians to play the existing MoM game in a controlled environment. The goal is to congregate their collective feedback about the existing game as well as additional features that needs to be implemented to comprise Exposure Therapy to treat OCD with cleanliness. In addition, a feasibility analysis will be conducted to the proposed gameplay. With these assessments, implementation process will be initiated.
  2. A newer and updated version of the game MoM will be implemented based on the outcome of the analysis conducted in the first phase of this experiment. Upon the completion of the development procedure several test runs will be operated to ensure the playability and quality of the game.
  3. A second round of data collection will be conducted with a sample size of 10 subjects. In this second round in is intended to recruit both clinicians and non-clinicians as participants of the study. While recruiting, it will be ensured none of the the participants have OCD or other germaphobia. This experiment as well will be conducted in a controlled environment with a goal to ensure that this game does not harm any individual and the gameplay is enjoyable. Data will be collected through various media. Players' certain actions and interactions (e.g. cognitive pause) will be logged in the back end during the gameplay. After certain gameplay, the players' will be provided survey questionnaires, which will long their positive and negative experience and the intrinsic motivation of the gameplay. In addition, to avoid any bias, observational data will be logged through video recording.
Being tested
Gamified Digital Intervention - Feasibility Analysis on MoM, Gamified Digital Intervention

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Gamified Digital Intervention - Feasibility Analysis on MoMDevice

    In first round we aim to clinically analyze the game Militant of the Maze (MoM) as a vehicle for Exposure Theory, including, play, observation, and feedback from five clinicians.

  • Gamified Digital InterventionDevice

    Also called Gamified Digital Intervention - Analyzing MoMG

    In the first phase of round 2 of the study, 5 clinicians will play the game to evaluate the revised game MoMG. In the next phase, 5 carefully-selected non-clinician participants will play the game. under real-time observation of clinicians, to ensure that subjects experience no harm, and that the gameplay is interesting and enjoyable.

Study groups in NCT05850312
Study groupRoleWhat they receive
Round 1ExperimentalInitially the aim is to recruit 5 clinicians to play the existing MoM game in a controlled environment. The goal is to congregate their collective feedback about the existing game as well as additional features that needs to be implemented to comprise Exposure Therapy to treat OCD with cleanliness. In addition, a feasibility analysis will be conducted to the proposed gameplay described in section 3.1.1. With these assessments, implementation process will be initiated.
Receives: Device: Gamified Digital Intervention - Feasibility Analysis on MoM
Round 2ExperimentalA second round of data collection will be conducted with a sample size of 10 subjects (5 clinicians and 5 non-clinician adults). In this second round it is intended to recruit both clinicians and non-clinicians as participants of the study. In the first phase of this study, the clinicians will play the game MoMG to carefully review the revised version of the game. In the second phase the non-clinicians will play the game in presence of clinicians with a goal to ensure that this game does not harm and the gameplay is enjoyable to the participants. While recruiting the non clinicians, it will be ensured via screening that none of the the participants have OCD or other germaphobia.
Receives: Device: Gamified Digital Intervention

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Measuring the heart rate control of the player

    A measurement of heart rate of the player will be recorded during the gameplay of MoM

    Measured: 2-3 months

  2. Measuring Game Experience Questionnaire (GEQ)

    The Game Experience Questionnaire (GEQ) was designed by IJsselsteijn et al. in 2013 to assess the game experience of an individual. This questionnaire comprises three modules: The Core Questionnaire, The Social Presence Module, and The Post-game Module. The evaluation of the game experience is done based on seven components: Immersion, Flow, Competence, Positive and Negative Affect, Tension, and Challenge. It contains 33 questions in total for all seven elements Each question is associated with a 5-point Likert scale where 0 represents not at all and 4 signifies extremely. For this experiment, only Immersion, Flow, Challenge, Positive Affect, and Negative Affect have been considered

    Measured: 2-3 months

  3. Measuring Intrinsic Motivational Inventory (IMI)

    The Intrinsic Motivation Inventory (IMI) is a constructive measurement system to assess an individual's subjective experience related to a target activity in laboratory experiments. Through this, it is possible to assess 7 sub-scales: Interest/Enjoyment, Perceived Competence, Effort/Importance, Pressure/Tension, Perceived Choice,Value/Usefulness, and Relatedness. Each subscale consists of a number of statements. One can respond to the subscales on a scale of 1 to 7 where 1 is not at all true and 7 signifies very true. For this experiment, only the level of Interest/Enjoyment, Perceived Competence, Effort/Importance, and Pressure/Tension were observed

    Measured: 2-3 months

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted9 May 2023
  2. Study start30 Apr 2026 (estimated)
  3. Primary completion30 Jun 2026 (estimated)
  4. Study completion30 Jun 2026 (estimated)

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Device feasibility
Allocation
Non-randomised
Intervention model
Sequential
Masking
None (open label)
Enrolment
10 participants (estimated)
IDs, dates and publications
ClinicalTrials.gov ID
NCT05850312
Sponsor's protocol ID
IRB-FY2023-154
Status last verified
Apr 2026
First submitted
3 Mar 2023
Last updated
29 Apr 2026
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
Undecided: Once the study is completed data analysis will be conducted and then the decision will be made based on the outcome.

Publications

  • Gavin Andrews. Clinical handbook of psychological disorders: a step-by-step treatment manual (4th edn) edited by david h. barlow. guilford press. 2007. 689pp. isbn: 9781593855727. The British Journal of Psychiatry, 194(5):473-473, 2009.

  • David H Barlow. Clinical handbook of psychological disorders: A step-by-step treatment manual. Guilford publications, 2021.

  • T Atilla Ceranoglu. Video games in psychotherapy. Review of General Psychology, 14(2):141-146, 2010.

  • Rachel K Chesham, John M Malouff, and Nicola S Schutte. Meta-analysis of the efficacy of virtual reality exposure therapy for social anxiety. Behaviour Change, 35(3):152-166, 2018.

  • Fleming TM, Bavin L, Stasiak K, Hermansson-Webb E, Merry SN, Cheek C, Lucassen M, Lau HM, Pollmuller B, Hetrick S. Serious Games and Gamification for Mental Health: Current Status and Promising Directions. Front Psychiatry. 2017 Jan 10;7:215. doi: 10.3389/fpsyt.2016.00215. eCollection 2016.

    PubMed 28119636
  • Julian Frommel, Martin Dechant, and Regan Mandryk. The potential of game streaming as exposure therapy for social anxiety. Proc. ACM Hum.-Comput. Interact., Vol. 5, No. CHI PLAY,, 2021.

  • Goodman WK, Price LH, Rasmussen SA, Mazure C, Fleischmann RL, Hill CL, Heninger GR, Charney DS. The Yale-Brown Obsessive Compulsive Scale. I. Development, use, and reliability. Arch Gen Psychiatry. 1989 Nov;46(11):1006-11. doi: 10.1001/archpsyc.1989.01810110048007.

    PubMed 2684084
  • Granic I, Lobel A, Engels RC. The benefits of playing video games. Am Psychol. 2014 Jan;69(1):66-78. doi: 10.1037/a0034857. Epub 2013 Dec 2.

    PubMed 24295515
  • Ho CS, Chee CY, Ho RC. Mental Health Strategies to Combat the Psychological Impact of Coronavirus Disease 2019 (COVID-19) Beyond Paranoia and Panic. Ann Acad Med Singap. 2020 Mar 16;49(3):155-160. No abstract available.

    PubMed 32200399
  • Horne-Moyer HL, Moyer BH, Messer DC, Messer ES. The use of electronic games in therapy: a review with clinical implications. Curr Psychiatry Rep. 2014 Dec;16(12):520. doi: 10.1007/s11920-014-0520-6.

    PubMed 25312026
  • Krzyszkowiak W, Kuleta-Krzyszkowiak M, Krzanowska E. Treatment of obsessive-compulsive disorders (OCD) and obsessive-compulsive-related disorders (OCRD). Psychiatr Pol. 2019 Aug 31;53(4):825-843. doi: 10.12740/PP/105130. Epub 2019 Aug 31. English, Polish.

    PubMed 31760412
  • Lau HM, Smit JH, Fleming TM, Riper H. Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis. Front Psychiatry. 2017 Jan 18;7:209. doi: 10.3389/fpsyt.2016.00209. eCollection 2016.

    PubMed 28149281
  • Liu W, Zhang H, He Y. Variation in Obsessive-Compulsive Disorder Symptoms and Treatments: A Side Effect of COVID-19. Int J Environ Res Public Health. 2021 Jul 12;18(14):7420. doi: 10.3390/ijerph18147420.

    PubMed 34299871
  • Regan L Mandryk, Max V Birk, Adam Lobel, Marieke van Rooij, Isabela Granic, and Vero Van- den Abeele. Games for the assessment and treatment of mental health. In Extended Abstracts Pub- lication of the Annual Symposium on Computer-Human Interaction in Play, pages 673-678. ACM, 2017.

  • McKay D, Minaya C, Storch EA. Conducting exposure and response prevention treatment for contamination fears during COVID-19: The behavioral immune system impact on clinician approaches to treatment. J Anxiety Disord. 2020 Aug;74:102270. doi: 10.1016/j.janxdis.2020.102270. Epub 2020 Jul 1.

    PubMed 32650220

Questions about this trial

What is this clinical trial studying?

A study testing Gamified Digital Intervention - Feasibility Analysis on MoM and Gamified Digital Intervention in people with Experimental Video Games and Behavioral Assessment, run by Idaho State University.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 2 inclusion and 1 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: opening soon, as of the sponsor's last update on 29 Apr 2026. Status can change between updates, so confirm with the study contact before making plans.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

This study is still under way. Results are not available in the source record yet.

How can a doctor refer a patient or contact the research team?

Contact Farjana Z Eishita, PhD ((208) 282-3302, farjanaeishita@isu.edu), or a site near the patient. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Measuring the heart rate control of the player (time frame: 2-3 months). The study lists 3 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT05850312, which also lists 21 linked publications.

Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 29 Apr 2026.

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