Clinical trials: Gamification
Diabetic Patients, Gamification, Diabetic Education
The Effectiveness of Gamification Diabetes Education Program for Poorly Controlled Type 2 Diabetic Patients
Background: The prevalence of DM is increasing across both Asian and Western countries, in proportion to the rising aging population.
- Trial name
- NCT03273140
- Testing
- Gamification Diabetes Education Program (GDEP)
- Where
- Singapore
- Volunteers
- 158 people, healthy volunteers welcome
- Sponsor
- National Healthcare Group, Singapore
Child Nutrition, Feeding Behavior
The Effect of Therapeutic Play on Eating Behaviors in Primary School Children
Primary health care is a comprehensive, community-based approach that aims to maximize health, well-being, and their equitable distribution through three main components (WHO, 2025).
- Conditions
- Child Nutrition, Feeding Behavior, Emotional Eating
- Trial name
- NCT07817485
- Testing
- HEALTHY EATING GAME
- Where
- Turkey (Türkiye)
- Volunteers
- 116 people, healthy volunteers welcome
- Sponsor
- Gazi 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
General Mental Health and Well-Being, Mental Disorders
PREWELL Digital Well-being Promotion Intervention With the BitHabit App
Mental wellbeing is a major public health concern, and digital interventions have emerged as a scalable approach for promoting mental well-being and healthy lifestyle behaviors.
- Conditions
- General Mental Health and Well-Being, Mental Disorders, Common Mental Disorders (CMD)
- Trial name
- PREWELL (NCT07868146)
- Testing
- Digital wellbeing promoting intervention with the BitHabit app
- Where
- Finland
- Volunteers
- 1,700 people, healthy volunteers welcome
- Sponsor
- University of Eastern Finland
Medical Education
Enhancing Teaching Strategies for Newly Recruited Interns: Comparing Massive Open Online Courses, Simulation, and Escape Games
This randomized controlled trial will compare three innovative teaching methods-Massive Open Online Courses (MOOCs), simulation, and escape games-among newly recruited medical interns at Ibn Sina University Hospital in Rabat…
- Trial name
- PEDAGO-INT (NCT07176442)
- Testing
- MOOC (E-Learning), Simulation Training, Educational Escape Game
- Where
- Morocco
- Volunteers
- 51 people, healthy volunteers welcome
- Sponsor
- Mohammed V Souissi University
Gamification
Gather.Town Gaming for Pregnant Adolescents With Depression Literacy
Aim The study seeks to: 1. To assess the effect of the Gather.town gaming intervention on promoting depression literacy among pregnant adolescents in Thailand. 2.
- Trial name
- NCT06468020
- Testing
- The Gather.town gaming intervention
- Volunteers
- 64 people, healthy volunteers welcome
- Sponsor
- National Taiwan University
Nurse's Role
The Effect of Traditional Method and Kahoot! Gamification-Based Insulin Injection Training on Nursing Students
This study was planned to examine the effects of insulin injection training using traditional methods and Kahoot! gamification on the knowledge, skills and motivation levels of participants.
- Trial name
- NCT06811168
- Testing
- web based gamification
- Where
- Turkey (Türkiye)
- Volunteers
- 88 people, healthy volunteers welcome
- Sponsor
- Karadeniz Technical University
Advance Care Planning, American Indian or Alaska Native
Using a Conversation Game to Engage Native American Washoe Tribe Members in Advance Care Planning: Preparation for a Clinical Trial
The goal of this study is to learn if a culturally adapted version of the Hello game, an advance care planning (ACP) conversation tool, is feasible and acceptable for use with members of the Washoe Tribe.
- Conditions
- Advance Care Planning, American Indian or Alaska Native, Gamification
- Trial name
- NCT07439393
- Testing
- Aim 1: Talking Circles, Aim 2: Play Modified Hello Game
- Volunteers
- 108 people, healthy volunteers welcome
- Sponsor
- Milton S. Hershey Medical Center
Health Literacy, Human Papillomavirus (HPV) Infection
Comparing Digital and Collaborative Gamified Reinforcement Strategies for HPV Literacy and Retention Among Nursing Students
This randomized comparative study aims to evaluate the effectiveness of two gamified reinforcement strategies, Gimkit and Escape Room, on human papillomavirus (HPV) literacy, short-term retention, and gameful learning experiences…
- Conditions
- Health Literacy, Human Papillomavirus (HPV) Infection, Nursing Education
- Trial name
- NCT07667127
- Testing
- Escape Room-Based Gamified Reinforcement, Gimkit-Based Gamified Reinforcement
- Volunteers
- 64 people, healthy volunteers welcome
- Sponsor
- Aydin Adnan Menderes University
Medical Education, Gamification
The Effectiveness of Gamification vs. Traditional Teaching in Undergraduate Medical Education
This study will evaluate the effectiveness of a gamification-based learning method (board game) versus traditional teaching (lecture) in enhancing the knowledge of acute cholecystitis and pancreatitis among medical students in…
- Trial name
- NCT06763627
- Testing
- Gamification ( Board game ), Traditional lecture-based teaching
- Where
- Iran
- Volunteers
- 30 people, healthy volunteers welcome
- Sponsor
- Iran University of Medical Sciences
Infertility in Women Undergoing Assisted Reproductive Treatment, Infertility
Gamified Healthy Lifestyle Training in Women Undergoing Assisted Reproductive Treatment
Objective: A prospective randomized controlled trial with a pretest-posttest design was planned to evaluate the effects of a gamified healthy lifestyle behaviors training intervention using the D6 model, to be administered to…
- Conditions
- Infertility in Women Undergoing Assisted Reproductive Treatment, Infertility, Assisted Reproductive Technology, Health Lifestyle Behaviors
- Trial name
- NCT07460661
- Testing
- Gamified Healthy Lifestyle Education+Digital Healthy Lifestyle Education Booklet, Digital Healthy Lifestyle Education Booklet
- Where
- Turkey (Türkiye)
- Volunteers
- 105 people, healthy volunteers welcome
- Sponsor
- Marmara University
Cardiac Arrest, Cardiopulmonary Resuscitation
Generative AI and Gamified Simulation-Based Train-the-Trainer Basic Life Support Training for High School Teachers in Vietnam
The goal of this randomized controlled trial is to learn whether adding generative artificial intelligence (AI) feedback, gamified practice and a structured Train-the-Trainer component to a one-day simulation-based Basic Life…
- Trial name
- NCT07898891
- Testing
- Generative AI and Gamified Simulation-Based Train-the-Trainer BLS Programme, Conventional Instructor-Led Simulation-Based BLS Training
- Where
- 2 sites in Thailand, Vietnam
- Volunteers
- 56 people, healthy volunteers welcome
- Sponsor
- Eastern International University
Exercise, Sedentary Behavior
Gamified Versus Regular Exercise Snacks on Stationary Bikes, as One 10-Minute or Two 5-Minute Sessions a Day, for Children in an Inclusive Primary School
The goal of this pilot clinical trial is to learn how short exercise breaks, often called exercise snacks, on stationary exercise bikes can best be offered during the school day to students in Primary 4 to 6 at an inclusive…
- Conditions
- Exercise, Sedentary Behavior, Child Behavior, Special Needs Children
- Trial name
- NCT07885644
- Testing
- Stationary cycling with game display, Stationary cycling with regular display, One 10-minute ride per riding day
- Volunteers
- 48 people, healthy volunteers welcome
- Sponsor
- Macao Polytechnic University
Nursing Skill, Game-Based Learning
Effectiveness of Virtual Simulation Game in Teaching Venous Blood Sampling Skills to Nursing Students
The goal of this randomized controlled trial is to evaluate the effectiveness of the Virtual Simulation Game (VSG) method in teaching venous blood sampling (VBS) skills to second-year nursing students.
- Conditions
- Nursing Skill, Game-Based Learning, Students, Nursing, Gamification
- Trial name
- VSG-Venous (NCT06714474)
- Testing
- Virtual Simulation Game, Traditional Training
- Where
- Turkey (Türkiye)
- Volunteers
- 200 people, healthy volunteers welcome
- Sponsor
- Sinop University
Antimicrobial Stewardship, Antimicrobial Resistance (AMR)
A Digital Escape Room to Teach Veterinary Students About Antimicrobial Resistance Using the One Health Approach
The goal of this study is to evaluate the effectiveness of a One Health-based educational intervention in second-year medical students from the veterinary university in Norway The main question it aims to answer is: 1.
- Trial name
- NCT07864077
- Testing
- AMRageddon
- Where
- Norway
- Volunteers
- 49 people, healthy volunteers welcome
- Sponsor
- Norwegian University of Science and Technology
Sexual Health, Sexually Transmitted Infection (STI)
Gamified Interactive Narrative (REPRO-QUEST) on Sexual Health Literacy and Sexually Transmitted Infection Prevention Behaviors
This randomized controlled trial evaluates the effectiveness of an analog gamification-based interactive narrative intervention (REPRO-QUEST) on enhancing sexual health literacy and behaviors aimed at protecting against sexually…
- Conditions
- Sexual Health, Sexually Transmitted Infection (STI), Health Literacy
- Trial name
- REPRO-QUEST (NCT07886073)
- Testing
- REPRO-QUEST Interactive Narrative, Educational Booklet
- Where
- Turkey (Türkiye)
- Volunteers
- 82 people, healthy volunteers welcome
- Sponsor
- Karamanoğlu Mehmetbey University
Self Efficacy, Breast Feeding, Exclusive
Digital Game Supported Breastfeeding Self-Efficacy, Breastfeeding Success
Purpose: This study will be conducted to determine the effect of digital game supported web-based breastfeeding education and counseling on breastfeeding self-efficacy, breastfeeding success and breast problems.
- Trial name
- NCT05435586
- Testing
- Web Based Breastfeeding Education and Counseling with Digital Game Support
- Where
- Turkey (Türkiye)
- Volunteers
- 60 people, healthy volunteers welcome
- Sponsor
- Lokman Hekim University
Shoulder Impingement Syndrome, Subacromial Impingement Syndrome
Comparing Gamification With Remote Monitoring Against Standard Rehabilitation, for Patients After Arthroscopic Subacromial Decompression Surgery
This randomised prospective controlled trial will investigate patients with impingement syndrome who undergo arthroscopic subacromial decompression.
- Trial name
- GAME (NCT02705521)
- Testing
- Exergames- Laptop and MIcrosoft Kinect
- Where
- 3 sites in United Kingdom
- Volunteers
- 71 people, healthy volunteers welcome
- Sponsor
- Manchester University NHS Foundation Trust
Surgical Education in Medical Students
Evaluating TESLA-G, a Gamified, Telegram-delivered, Quizzing Platform for Surgical Education in Medical Students
Telegram Education for Surgical Learning and Application Gamified (TESLA-G) is an online, gamified quizzing platform for surgical education in medical students.The main objective of this pilot study is to assess the feasibility…
- Trial name
- NCT05520671
- Testing
- Gamified online quizzing platform, Conventional quizzing platform
- Volunteers
- 50 people, healthy volunteers welcome
- Sponsor
- Nanyang Technological University
Virtual Reality Simulation, Escape Room Games and Role Playing Gamification
The Effect of Virtual Reality and Escape Rooms in Subcutaneous Injection Teaching
Objective: This study was planned to determine the effect of gamification-based virtual reality and escape room teaching methods on nursing students' skill learning and self-confidence levels in subcutaneous injection skill…
- Conditions
- Virtual Reality Simulation, Escape Room Games and Role Playing Gamification, Nursing Students, Subcutaneous Injection
- Trial name
- NCT06858514
- Testing
- Virtual reality, Escape room
- Where
- Turkey (Türkiye)
- Volunteers
- 54 people, healthy volunteers welcome
- Sponsor
- Aydin Adnan Menderes University