Clinical trials: Gamification
Duchenne Muscular Dystrophy (DMD)
DMD and Gamified Physiotherapy
Duchenne Muscular Dystrophy (DMD) is a progressive neuromuscular disease that limits children's physical function, mobility, and participation in daily life.
- Trial name
- Gamified DMD (NCT07368400)
- Testing
- Gamified Mobile Physiotherapy Exercise Application, Standard Home Exercise Instructions
- Volunteers
- 46 people
- Sponsor
- Başak Çağla Arslan
Alcohol Use Disorder
The Effectiveness of a Mobile Game Intervention in Alcohol Use Disorder
The aim of this study was to evaluate the effectiveness of a mobile game application targeting attentional bias modification for alcohol stimuli in patients with Alcohol Use Disorder.
- Trial name
- Gamification (NCT07103785)
- Testing
- Mobile game app, Akamprosat or Naltrekson or combined medical treatment (Akamprosat and Naltrekson)
- Where
- Turkey (Türkiye)
- Volunteers
- 60 people
- Sponsor
- University of Yalova
Multiple Sclerosis, Fatigue
Pilot Study for the Evaluation of the More Stamina in Persons With Multiple Sclerosis
The overall study aims are to explore the feasibility, acceptability, and usability of More Stamina, a mobile app for fatigue self-management for persons with MS.
- Conditions
- Multiple Sclerosis, Fatigue, Chronic Conditions, Multiple
- Trial name
- NCT04244214
- Testing
- More Stamina
- Where
- Finland
- Volunteers
- 20 people
- Sponsor
- Hospital Italiano de Buenos Aires
Cerebral Palsy
A Gamified Breathing and Postural Awareness Education Model for Children With Cerebral Palsy
This project aims to develop an accessible, learning-oriented model based on gamified breathing and posture training that emphasizes active participation for children with cerebral palsy (CP), their families, and educators.
- Trial name
- NEFES-CP (NCT07681947)
- Testing
- N.E.F.E.S.-CP Education Model
- Where
- Turkey (Türkiye)
- Volunteers
- 40 people
- Sponsor
- Yeditepe University
Obesity
Gamification and Energetic Behavior Changes
Obesity [Body mass index (BMI kg/m2 ≥ 95th percentile)] affects 1 in 5 adolescents in the United States, with 13 million suffering from severe obesity (BMI ≥ 120% > 95th percentile or ≥ 35 mg/kg2).
- Trial name
- NCT03050840
- Testing
- Way to Health
- Where
- United States
- Volunteers
- 76 people, healthy volunteers welcome
- Sponsor
- Children's Hospital of Philadelphia
Surgical Education, Operating Room Nursing
Digital Gamification vs. Traditional Training for Hip Replacement Instrument Table Setup (ORNurse)
This randomized controlled trial aims to compare the effectiveness of a digital gamification-based training method and a traditional training method on instrument table layout skills in total hip replacement surgery.
- Conditions
- Surgical Education, Operating Room Nursing, Educational Technology
- Trial name
- ORNurse (NCT07194148)
- Testing
- Gamified Digital Education (ORNurse: Steril Setup 1.0), Traditional Training
- Where
- Turkey (Türkiye)
- Volunteers
- 60 people, healthy volunteers welcome
- Sponsor
- DERYA ESENKAYA
Breast Feeding
Integrated Sensory Supported Virtual Reality and Gamified Digital Breastfeeding Education
Breastfeeding is the most ideal form of nutrition that concerns the health of mother and baby. The World Health Organization (WHO) recommends that breastfeeding should be started within the first hour after birth.
- Trial name
- NCT06722053
- Testing
- virtual reality and digital education, virtual reality and digital education and lemon scent
- Where
- Turkey (Türkiye)
- Volunteers
- 105 people, healthy volunteers welcome
- Sponsor
- ipek turhan
Parkinson Disease
Gamification and Physical Activity in PD
Despite overwhelming evidence that exercise can improve motor and non-motor symptoms of Parkinson's Disease (PD), less than 25% of Veterans with PD meet recommended activity goals.
- Trial name
- NCT07286994
- Testing
- Gamification, Feedback control
- Where
- United States
- Volunteers
- 110 people
- Sponsor
- VA Office of Research and Development
Diabetes Mellitus, Type 2
Empowering Patients With Chronic Disease Using Profiling and Targeted Feedbacks Delivered Through Wearable Device
Chronic diseases are the leading cause of deaths in Singapore. The rising prevalence in chronic diseases with age and Singapore's rapidly aging population calls for new models of care to effectively prevent the onset and delay…
- Trial name
- EMPOWER (NCT04518566)
- Testing
- Nudges
- Where
- 7 sites in Singapore
- Volunteers
- 1,000 people
- Sponsor
- Singapore General Hospital
Creative Drama, Gamification
CreativeDrama and GamificationBased
The aim of this study is to examine the effect of a creative drama and gamification-based educational experience on children's levels of nature connectedness and recycling behaviors.
- Trial name
- Creative Drama (NCT07039851)
- Testing
- Experimental
- Where
- Turkey (Türkiye)
- Volunteers
- 50 people, healthy volunteers welcome
- Sponsor
- Saglik Bilimleri Universitesi
Intellectual Disabilities (F70-F79), Neurologic Manifestations
Functional Skills Training for Supermarket Shopping Using NFC Technology in People With Intellectual Disabilities
The general objective of the "Compra con-Migo" project is to evaluate the impact of a technological tool based on NFC (Near Field Communication) technology on the development of cognitive and instrumental skills necessary to…
- Trial name
- NCT07659457
- Testing
- App training
- Where
- Spain
- Volunteers
- 20 people
- Sponsor
- Universidade da Coruña
Type 1 Diabetes Mellitus
Gamification Intervertion in Children With Type 1 Diabetes
Objective: This study aims to examine the effect of education provided through gamification methods on health literacy and quality of life in children diagnosed with type 1 diabetes (T1DM).
- Trial name
- NCT07409701
- Testing
- Gamification
- Where
- Turkey (Türkiye)
- Volunteers
- 52 people
- Sponsor
- KTO Karatay University
Gamified Learning, Gimkit
Effect of Gimkit-Based Gamified Learning on Achievement Motivation, Academic Performance, and Game Experience in Respiratory Skills Training
This randomized controlled trial aims to examine the effect of Gimkit-based game-enhanced learning on achievement motivation, academic performance, and game experience among first-year nursing students during respiratory system…
- Conditions
- Gamified Learning, Gimkit, Game Based Learning, Nursing Students
- Trial name
- NCT07309939
- Testing
- Gimkit Game-Based Learning
- Where
- Turkey (Türkiye)
- Volunteers
- 114 people, healthy volunteers welcome
- Sponsor
- Suleyman Demirel University
Oral Hygiene, Dental Plaque
Learning Brushing Using Game Elements in Mobile Phones Apps
The study aims to compare the efficacy of using gamification for oral hygiene in children at home environment.
- Conditions
- Oral Hygiene, Dental Plaque, Children, Only, Dental Devices, Home Care
- Trial name
- GAMIFYBRUSH (NCT03935009)
- Testing
- Manual toothbrush Curaprox 5460 ultra soft, Electric toothbrush Play Smart Brush N°1, Electric toothbrush Play Smart Brush N°2
- Where
- 2 sites in Slovenia
- Volunteers
- 100 people
- Sponsor
- University Maribor
Gamification, Augmented Reality
Gamification and Augmented Reality in Mechanical Ventilation Teaching for Nursing Students
This study is designed to examine the effect of using gamification and augmented reality in mechanical ventilation teaching on Critical Care Nursing students' knowledge, self-efficacy, and motivation.
- Trial name
- NCT05570799
- Testing
- Augmented Reality and Kahoot game learning
- Where
- Egypt
- Volunteers
- 410 people
- Sponsor
- Damanhour University
Stress
Gamified Web-Based Mindfulness for University Student Stress
The goal of this clinical trial is to learn whether a brief gamified digital mindfulness intervention can reduce perceived stress among university students.
- Trial name
- NCT07813286
- Testing
- Gamified Digital Mindfulness Intervention, Informational Article
- Where
- Peru
- Volunteers
- 20 people, healthy volunteers welcome
- Sponsor
- Universidad Peruana Cayetano Heredia
Dengue
Effectiveness of a Online Education Material to Improve Dengue Knowledge and Health-Seeking Intention
Dengue is an endemic infectious disease in Malaysia. Delays in seeking treatment and improper self-care contribute to dengue complications and mortality.
- Trial name
- NCT05661877
- Testing
- DengueAid mobile application, MyHealth website
- Where
- Malaysia
- Volunteers
- 116 people, healthy volunteers welcome
- Sponsor
- University of Malaya
Diabetes Mellitus, Type 2
SugarVita: a Digital Board Game
The serious digital game, SugarVita, is a collaborative effort between the Máxima Medical Centre (MMC) and Eindhoven University of Technology (TUe), intending to enhance self-management for individuals with diabetes.
- Trial name
- NCT06392178
- Testing
- SugarVita
- Where
- Netherlands
- Volunteers
- 50 people, healthy volunteers welcome
- Sponsor
- Maxima Medical Center
Nursing Education, Evidence-Based Practice
Gamification Design in Evidence-Based Education for Clinical Nurses
The goal of this study is to compare the effectiveness of gamification versus group discussion in evidence-based practice (EBP) education for clinical nurses. It aims to improve learning outcomes and clinical application of EBP.
- Trial name
- NCT06531187
- Testing
- Evidence-Based Practice (EBP) Teaching
- Where
- Taiwan
- Volunteers
- 102 people, healthy volunteers welcome
- Sponsor
- Ling-Yu Chien
Students, Mental Health Issue
Effects of Active Gamification in Primary School Children
Active gamification, which incorporates game elements with physical interaction, is presented as an innovative strategy to address children's physical and mental health.
- Conditions
- Students, Mental Health Issue, Physical Condition
- Trial name
- NCT06849700
- Testing
- Active gamification
- Where
- Spain
- Volunteers
- 120 people
- Sponsor
- University of Jaén