Clinical trials: Mobile Game
Clinical Decision-Making and Problem-Solving Skills in Nursing Education
Mobile Game Simulation for Nursing Students' Decision-Making
This study will test whether an interactive mobile game-based simulation program helps first-year nursing students improve their decision-making and problem-solving skills.
- Trial name
- NCT07774026
- Testing
- Interactive Mobile Game-Based Simulation Educational Program
- Volunteers
- 258 people, healthy volunteers welcome
- Sponsor
- Delta University for Science and Technology
Obesity, Pediatric
Investigating the Efficacy of a Mobile App Intervention to Change Youth and Their Families' Health Behaviours
This study is the second of three sub-studies aimed at evaluating the outcomes of the Living Green and Healthy for Teens (LiGHT) program, delivered through the Aim2Be app (v2.2).
- Trial name
- NCT03651284
- Testing
- Aim2Be app with Live Coach + Fitbit + BMI tracking tools, Aim2Be app waitlist + Canadian Health Recommendations + Fitbit + BMI tracking tools, then flip to Aim2Be app with Virtual Coach + Fitbit + BMI tracking tools
- Where
- 6 sites in Canada
- Volunteers
- 200 people
- Sponsor
- University of British Columbia
Nutrition Intervention
Rewarding Healthy Food Choices: a Mobile Serious Game Intervention in Adolescents
The aim of this study is to conduct an outcome and process evaluation of the REWARD intervention, a serious game intervention using reward-based strategies as a main method to trigger healthy snacking in Flemish adolescents.
- Trial name
- REWARD (NCT02622165)
- Testing
- The REWARD serious game intervention
- Where
- Belgium
- Volunteers
- 1,463 people, healthy volunteers welcome
- Sponsor
- University Ghent
Child, Only, Chronic Renal Failure in Children
The Effect of a Mobile Game Application on Children With CRF
The aim of this study was to investigate the effect of a mobile game application developed for children with Chronic Renal Failure (CRF) on disease management. The study was a randomized controlled trial.
- Conditions
- Child, Only, Chronic Renal Failure in Children, Gambling, Disease
- Trial name
- NCT07162220
- Testing
- The clinic's routine education program, Mobile game app
- Where
- Turkey (Türkiye)
- Volunteers
- 68 people
- Sponsor
- Akdeniz University
Spinal Cord Injury, Spinal Cord Involvement
Clinical Trial of a Serious Game for Individuals With SCI/D
This study will evaluate the efficacy of a newly developed serious game, SCI HARD, to enhance self-management skills, self-reported health behaviors, and quality of life among adolescents and young adults with spinal cord injury…
- Conditions
- Spinal Cord Injury, Spinal Cord Involvement, Spina Bifida, Transverse Myelitis
- Trial name
- NCT02341950
- Testing
- SCI Hard
- Where
- United States
- Volunteers
- 184 people
- Sponsor
- University of Michigan
Physical Activity
Physical Activity Promotion in Children Using a Novel Smartphone Game: A Pilot Randomized Controlled Trial
Increasing physical activity is critical for children's overall health. Smartphone apps using gamification has shown promise to increasing physical activity using game techniques.
- Trial name
- NCT04593199
- Testing
- Gamified Smartphone App, Physical activity tracking app
- Where
- Canada
- Volunteers
- 160 people, healthy volunteers welcome
- Sponsor
- University of Victoria
Infectious Disease, COVID-19
The Study Estimates the Longitudinal Impact of a Gamified Health Education App on Students' Health and Learning Outcomes
The primary aim of this study is to assess and quantify the longitudinal impact of a mobile App-based module - FYA-003 - which is a gamified health education module for children promoting nutrition, physical activity, health…
- Conditions
- Infectious Disease, COVID-19, Physical Inactivity, Health Behavior
- Trial name
- DVx-SCHOOL (NCT05458141)
- Testing
- FYA-003
- Where
- India
- Volunteers
- 240 people, healthy volunteers welcome
- Sponsor
- Carnegie Mellon University
Healthy Nutrition, Eating Behavior
Pilot Study: The Effectiveness of a Mobile Application in Increasing Vegetable Acceptance
The purpose of this study was to examine the effectiveness of the Mole's Veggie Adventures mobile application in increasing fruit and vegetable acceptance among 3-6-year-olds.
- Trial name
- NCT05173311
- Testing
- Intervention arm
- Where
- Finland
- Volunteers
- 326 people, healthy volunteers welcome
- Sponsor
- University of Helsinki
Physical Activity, Health Behavior
Effectiveness of and Engagement in a Mobile Exergame With Tailored Feedback
The aim of this study is to investigate the effectiveness of the 'SmartLife' intervention on reducing sedentary behavior and increasing physical activity among adolescents and to investigate the engagement in the exergame.
- Trial name
- NCT03659604
- Testing
- 'SmartLife' with tailored feedback, 'SmartLife' without tailored feedback, No game
- Where
- Belgium
- Volunteers
- 240 people, healthy volunteers welcome
- Sponsor
- University Ghent
FMF
The Effect of Video Game on Children With Familial Mediterranean Fever
This study was planned to be carried out as a pretest-posttest control group design in experimental type and randomized groups in order to determine the effect of educating children aged 8-14 with a diagnosis of Familial…
- Trial name
- NCT05980780
- Testing
- video game group, Education booklet group
- Where
- Turkey (Türkiye)
- Volunteers
- 45 people
- Sponsor
- Istanbul University - Cerrahpasa
Autism, Autism Spectrum Disorder
A Lead-in Study Evaluating Efficacy of GuessWhat Mobile App Therapy for Children With Autism
The following study aims to assess the efficacy, safety data, and best outcome measurements of the mobile game platform, GuessWhat, in delivering behavioral therapy to children with Autism Spectrum Disorder (ASD).
- Trial name
- NCT04739982
- Testing
- GuessWhat Mobile App
- Where
- United States
- Volunteers
- 541 people, healthy volunteers welcome
- Sponsor
- Stanford University
Down Syndrome
Performance Analysis in Down Syndrome on Mobile Phone
The game Marble Maze Classic® will be used, in which the participants have to move the mobile phone to conduct a virtual marble through a maze design.
- Trial name
- NCT02882698
- Testing
- Down Syndrome Group 1, Down Syndrome Group 2, Typical Development Group 1
- Where
- Brazil
- Volunteers
- 100 people, healthy volunteers welcome
- Sponsor
- University of Sao Paulo
Math Knowledge
Modification and Evaluation of the Educational Mobile Games Heroes of Knowledge in Children
The goal of the proposed research is to adapt and rigorously evaluate educational mobile games, designed as a downloadable mobile apps to be played on smartphones or tablets.
- Trial name
- NCT02546245
- Testing
- Heroes of Knowledge, Attention/Time Control Game
- Where
- United States
- Volunteers
- 133 people, healthy volunteers welcome
- Sponsor
- Yale University
Asthma in Children, Life Style
The Effect of Mobile Application Game Training Designed for Children
The aim of this research is to examine the effect of mobile application game training designed for children aged 8-16 years on asthma management and quality of life.
- Conditions
- Asthma in Children, Life Style, Quality of Life
- Trial name
- NCT05633823
- Testing
- Mobile Application Game Training
- Where
- Turkey (Türkiye)
- Volunteers
- 74 people
- Sponsor
- Tarsus University
Burns, Acute Pain
VR for Burn Dressing Changes at Home
This study will evaluate the impact of our smartphone-based Virtual Reality Pain Alleviation Tool (VR-PAT) during the repeated at-home burn dressing changes of children (5-17 years) with a burn injury in comparison with a control…
- Conditions
- Burns, Acute Pain, Procedural Pain
- Trial name
- NCT04548635
- Testing
- VR-PAT
- Where
- United States
- Volunteers
- 36 people
- Sponsor
- Nationwide Children's Hospital
Autism Spectrum Disorder, Autism
Piloting a Mobile Game for Behavioral Therapy
The following study aims to understand the feasibility of the mobile app and game, GuessWhat, to deliver behavioral therapy to children with autism.
- Trial name
- NCT04450641
- Testing
- GuessWhat Mobile Application
- Where
- United States
- Volunteers
- 186 people, healthy volunteers welcome
- Sponsor
- Stanford University
Health Risk Behaviors
Sexually Active Adolescent Focused Education
SAAFE will be pilot tested in 2 geographically distinct areas (Washington, DC and Deep South) with 100 participants from each site to 1) primarily assess the efficacy of improved self-efficacy, knowledge about HIV/STIs and…
- Trial name
- SAAFE (NCT03646032)
- Testing
- SAAFE, Control
- Where
- 2 sites in United States
- Volunteers
- 178 people, healthy volunteers welcome
- Sponsor
- Benten Technologies, Inc.
Leukemia, Childhood, Solid Tumor, Childhood
Observational MyPal-Child Study on the ePRO-based Early Palliative Care Digital System in Paediatric Oncology Patients
The main aim of the study is the evaluation of the feasibility of comprehensive service which has been developed while considering patient-orientated needs.
- Trial name
- MyPal4Kids (NCT04381221)
- Where
- 3 sites in Czechia, Germany
- Volunteers
- 100 people
- Sponsor
- Centre for Research and Technology Hellas
Upper Extremity Dysfunction After the Stroke
The Development of Upper Extremity Rehabilitation Program Using Virtual Reality for the Stroke Patients
Using the upper extremity rehabilitation program developed by virtual reality would help the recovery upper extremity function in patients with stroke.
- Trial name
- NCT02013999
- Testing
- Virtual reality program for upper extremity rehabilitation, standard occupational therapy
- Where
- South Korea
- Volunteers
- 33 people
- Sponsor
- Seoul National University Bundang Hospital
HIV/AIDS
A Mobile Phone Game to Prevent HIV Among Young Africans
This project will test the feasibility of an electronic game to prevent HIV among African preadolescents, delivered via inexpensive Android smart phones.
- Trial name
- NCT03054051
- Testing
- Tumaini Mobile Phone Game
- Where
- Kenya
- Volunteers
- 60 people, healthy volunteers welcome
- Sponsor
- Emory University