Clinical trials: Gamification, open to volunteers
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
Gamification, Nursing Education
Gamification-Enhanced Problem-Based Learning
The goal of this randomized controlled trial is to compare the effects of "Gamification-Enhanced Problem-Based Learning" and a lecturing approach on critical thinking disposition, metacognitive awareness and clinical competence…
- Trial name
- NCT07125131
- Testing
- Gamification-Enhanced Problem-Based Learning, Conventional didactic lecture (usual practice)
- Where
- Hong Kong
- Volunteers
- 100 people
- Sponsor
- The University of Hong Kong
Pressure Injuries, Pressure Ulcer Prevention
Gamified Learning for Pressure Injury Prevention
The goal of this Randomized Controlled Trial is to define the effect of gamified teaching methods for pressure injury prevention in intensive care nurses.
- Trial name
- NCT07028892
- Testing
- A gamified mobile learning, Booklet training
- Where
- United States
- Volunteers
- 60 people, healthy volunteers welcome
- Sponsor
- Mehmet Akif Ersoy University
Sensory Integration Dysfunction
Research on the Impact of Gamification Movement on Children With Sensory Integration Disorders
This study aims to investigate the impact of gamified exercise intervention on the sensory integration ability and basic motor skills of children with sensory integration dysfunction.
- Trial name
- NCT07446530
- Testing
- Gamified exercise, Sensory integration training, Regular physical education courses
- Where
- China
- Volunteers
- 48 people
- Sponsor
- Northeast Normal University
Exercise, Physical Activity
Effect of Mobile Health-Based Gamified Long-Term Interventions to Increase Physical Activity on Cardiovascular Risk Factors: Randomized Controlled Study on University Students and Employees
The increasing incidence of cardiovascular disease (CVD) and related mortality is now recognized as a global emergency. CVD risk factors include unhealthy diet, inactivity, dyslipidemia, diabetes, high blood pressure, obesity…
- Conditions
- Exercise, Physical Activity, Gamification, University Student
- Trial name
- mHealth Exerc (NCT07360561)
- Testing
- Walking program, High-intensity circuit training (HICT), Gamified Mobile Application
- Where
- Turkey (Türkiye)
- Volunteers
- 105 people
- Sponsor
- Uludag University
Children, Adolescent
How Digital Media Affects Kids' Healthcare Experiences and Outcomes
The goal of this clinical trial is to learn whether different forms of media (2D, 360, or 360 in virtual reality) have different impacts on pre-procedural anxiety and post-procedural pain in children.
- Conditions
- Children, Adolescent, Anxiety, Pain
- Trial name
- NCT07073027
- Testing
- 2D video on smartphone, 360 video on smartphone, 360 video on smartphone inserted into VR cardboard headset
- Where
- Canada
- Volunteers
- 500 people, healthy volunteers welcome
- Sponsor
- British Columbia Children's Hospital
Parkinson Disease, Parkinson's Disease (PD)
Developing Immersive Gamification Technology Systems For The Rehabilitation Management Of Adults With Parkinson's Disease (Phase 1 Trial)
This clinical trial aims to develop and test a prototype immersive gamification technology system (ImGTS) among healthy volunteers and to determine its acceptability, safety, and usability in a healthy population.
- Trial name
- NCT07382401
- Testing
- VR-HMD, AR-HMD, semi-CAVE
- Where
- Philippines
- Volunteers
- 30 people, healthy volunteers welcome
- Sponsor
- Augmented eXperience E-health Laboratory
Preoperative Anxiety (Ameliyat Öncesi Anksiyete), Emergence Delirium (Derlenme Deliryumu)
Preoperative Gamified Breathing Exercise on Anxiety and Delirium in Children.
This study aims to evaluate the effect of preoperative gamified breathing exercises on preoperative anxiety and postoperative emergence delirium in children. The intervention includes games like ball blowing and bubble blowing.
- Conditions
- Preoperative Anxiety (Ameliyat Öncesi Anksiyete), Emergence Delirium (Derlenme Deliryumu), Postoperative Complications, Pediatric Patients
- Trial name
- PED-ANX-DEL (NCT07408037)
- Testing
- Gamified Breathing Exercises
- Where
- Turkey (Türkiye)
- Volunteers
- 80 people, healthy volunteers welcome
- Sponsor
- Bozok 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
Gamification in Health Education, Health Education
Study on the Effect of a Gamified Health Education Programme on Primary School Children
This randomised study evaluates the effectiveness of Health Education through a Gamified Health Programme on diet, sedentary behaviour and daily physical activity in primary school children.
- Trial name
- BELLOTEX-SALUD (NCT07276412)
- Testing
- Intervention - A, Intervention - B, Intervention - C
- Where
- Spain
- Volunteers
- 500 people, healthy volunteers welcome
- Sponsor
- Universidad de Extremadura
Low Back Pain, Core Muscles
Gamified Home-Based Core Neuromuscular Training for Chronic Low Back Pain
This randomized controlled trial aims to evaluate the effects of gamified home-based core neuromuscular training on pain intensity, functional disability, core muscular endurance, and exercise adherence in women with chronic…
- Trial name
- NCT07890363
- Testing
- Gamified Intervention Group: core neuromuscular exercise program using a digital application with gamification features, Non-Gamified Control Group
- Volunteers
- 60 people
- Sponsor
- Princess Nourah Bint Abdulrahman University
Suicide
TEEM-GIFTS: A Gamified mHealth to Reduce Post-Discharge Suicide Risk
Patients with mental disorders are at significantly higher risk of suicide after discharge compared to the general population and patients with other diseases.
- Trial name
- NCT06358339
- Testing
- TEEM
- Where
- China
- Volunteers
- 640 people
- Sponsor
- Shenzhen Kangning Hospital
Depressive Disorder, Depression in Children
Assessment of Daily Stressors in Children With Depressive Symptoms for the Development of a Gamified Emotion Regulation App
Digital interventions, such as serious games, are becoming increasingly important in the context of prevention and treatment approaches of mental disorders.
- Conditions
- Depressive Disorder, Depression in Children, Depressive Symptoms
- Trial name
- SG4ChildD (NCT07159347)
- Where
- Germany
- Volunteers
- 15 people
- Sponsor
- Ludwig-Maximilians - University of Munich
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
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
Teen Drinking
Online Education Hubs and Chat-based Text Messaging for Reducing Alcohol Consumption and Binge Drinking in Adolescents: A Pilot Randomized Controlled Trial
Online education hubs and Chat-based text messaging for reducing alcohol consumption and binge drinking in adolescents: A pilot randomized controlled trial
- Trial name
- NCT07143565
- Testing
- Online platform hub and mHealth Text Messaging, Self-help material
- Where
- 2 sites in Hong Kong
- Volunteers
- 100 people, healthy volunteers welcome
- Sponsor
- The University of Hong Kong