Clinical trials: Gaming
Healthy Lifestyle
Cognitive Training Through Gaming and Walking
This pilot study evaluated the feasibility of combining daily walking and gamified inhibitory control training. Feasibility was defined by recruitment, retention, and adherence to arm requirements, with secondary, exploratory…
- Trial name
- NCT04638413
- Testing
- Walking (W), Walking + PolyRules! (W+PolyRules!)
- Where
- United States
- Volunteers
- 32 people, healthy volunteers welcome
- Sponsor
- Cedars-Sinai Medical Center
Internet Gaming Disorder
Regulation of Craving in Internet Gamers
This project aims to investigate (1) the behavioral and neural mechanisms of regulation of craving in Internet gamers; (2) effects of tDCS over the dorsal lateral prefrontal cortex (dlPFC) on craving and regulation of craving and…
- Trial name
- NCT03352973
- Testing
- active tDCS on the dlPFC
- Where
- China
- Volunteers
- 20 people, healthy volunteers welcome
- Sponsor
- Beijing Normal University
Medication Adherence, HIV/AIDS
A Mobile Gaming App to Improve Adherence to PrEP
In this study, the investigators will test the mobile game, Viral Combat, for efficacy and acceptability among diverse participants, ages 15-34 years, receiving PrEP care in clinical settings in New England and Mississippi.
- Trial name
- NCT05762705
- Testing
- Multilevel Gaming Adherence Intervention, Treatment as Usual +
- Where
- 3 sites in United States
- Volunteers
- 200 people, healthy volunteers welcome
- Sponsor
- Rhode Island Hospital
Internet Gaming Disorder, Social Media Addiction
Chatbot Intervention to Reduce Common Digital Addictions, Sedentary Behaviors and Mental Distress Among Adolescents
The goal of the study is to investigate the efficacy of a secondary low-intensity stage of change (SoC) and motivational interviewing (MI)-based Chatbot-assisted intervention in reducing digital addictions in adolescents with…
- Trial name
- NCT06821373
- Testing
- Chatbot, Control
- Where
- Hong Kong
- Volunteers
- 330 people, healthy volunteers welcome
- Sponsor
- Chinese University of Hong Kong
Cerebral Palsy
Telehealth Virtual Reality Gaming on Cardiometabolic Health Among Youth With Cerebral Palsy
The primary purpose of this study is to examine the preliminary efficacy of 12-weeks of home-based exercise using consumer available virtual reality gaming technology, compared with a 12 week wait-list control group.
- Trial name
- NCT05336227
- Testing
- Virtual Reality Exergaming
- Where
- United States
- Volunteers
- 32 people, healthy volunteers welcome
- Sponsor
- University of Alabama at Birmingham
Down's Syndrome, Fine Motor Skills
Effect of Virtual Video Reality Gaming on Fine Motor Skills in Children With Down's Syndrome
Down's syndrome is genetic disorder caused by trisomy 21. Children with Down's syndrome are characterized by awkward movements, gait, increased flexibility of joints, timing of mastering of basic skills, under development of fine…
- Trial name
- NCT05392322
- Testing
- Self-help skills, Virtual video reality gaming
- Where
- Pakistan
- Volunteers
- 18 people, healthy volunteers welcome
- Sponsor
- Riphah International University
Cognitive Performance, Gaming Performance
Citicoline Dose on Energy Drink Efficacy
The purpose of this study is to determine how the doses of cognitive-enhancing ingredients such as citicoline and caffeine effect the efficacy of acute energy drink consumption for improving cognitive performance (primary…
- Conditions
- Cognitive Performance, Gaming Performance, Blood Pressure, Heart Rate
- Trial name
- NCT06890962
- Testing
- Energy drink consumption
- Where
- United States
- Volunteers
- 34 people, healthy volunteers welcome
- Sponsor
- Nathaniel Jenkins
Mild Cognitive Impairment
The Effectiveness of TECH: Tablet Enhancement of Cognition and Health
This study assess the effectiveness of novel cognitive intervention utilizing tablet apps (TECH protocol: Tablet Enhancement of Cognition and Health) to improve cognitive abilities, daily function and health-related quality of…
- Trial name
- TECH (NCT02955277)
- Testing
- TECH: Tablet Enhancement of Cognition and Health protocol, Standard care or active standard care
- Where
- Israel
- Volunteers
- 61 people, healthy volunteers welcome
- Sponsor
- Assuta Hospital Systems
Aging, Aging Problems
Gaming Applied to the Promotion of Active Aging
Active aging programs have been recommended by the World Health Organization to help deal with the progressive aging of the population. However, older adults have difficulties in accessing these programs.
- Trial name
- GAMAPEA (NCT03643237)
- Testing
- Video game-based intervention, Control group
- Where
- Spain
- Volunteers
- 180 people, healthy volunteers welcome
- Sponsor
- University of Santiago de Compostela
Healthy Adults
The Feasibility of TECH: Tablet Enhancement of Cognition and Health for Healthy Adults
This study assess the feasibility of novel cognitive intervention utilizing tablet apps (TECH protocol: Tablet Enhancement of Cognition and Health) in terms of relevance, adherence, suitable challenges, training time etc.
- Trial name
- NCT02955303
- Testing
- TECH: Tablet Enhancement of Cognition and Health
- Where
- Israel
- Volunteers
- 10 people, healthy volunteers welcome
- Sponsor
- Assuta Hospital Systems
Addiction
Validation of a Tool for Assessing Gambling Problems Related to the Practice of Poker: the Copenhagen Poker Screen (CHAPS)
If the addiction to games of chance and gambling is a disease of increasing knowledge, the emergence of poker rout evaluation procedures, prevention and treatment usually offered to players in need.
- Trial name
- CHAPS (NCT02847520)
- Testing
- Canadian Index Excessive Game
- Where
- France
- Volunteers
- 729 people, healthy volunteers welcome
- Sponsor
- Nantes University Hospital
Robotic Surgery, Simulator
Video Gaming Improves Robotic Surgery Simulator Success
Investigators aimed to investigate the effects of video game habits, duration of experience, and training in different surgical clinics on the success of robotic surgery simulators.
- Trial name
- NCT05510960
- Testing
- Video game & Robotic surgery simulator success
- Where
- Turkey (Türkiye)
- Volunteers
- 60 people, healthy volunteers welcome
- Sponsor
- Ege University
No Disease or Condition is Being Studied
Ergonomic Protocol for Competitive E-Sport Athletes
The goal of this clinical trial is to learn if this ergonomic protocol can improve performance and reduce ergonomic risk in esports athletes.
- Trial name
- NCT06781580
- Testing
- Esports Ergonomic Protocol
- Where
- United States
- Volunteers
- 12 people, healthy volunteers welcome
- Sponsor
- University of Nevada, Las Vegas
Compression; Vein, Compression; Artery
Lower Leg Compression in Extended Video Game Play: A Pilot Study
Compression garments are used to exert external pressure on the lower extremities to reduce vascular wall tension and prevent gravity form pooling blood in the lower extremities which will improve venous return and lymphatic…
- Conditions
- Compression; Vein, Compression; Artery, Sedentary Behavior, DVT of Legs
- Trial name
- NCT05212363
- Testing
- Lower extremity compression garments, Active break
- Where
- United States
- Volunteers
- 12 people, healthy volunteers welcome
- Sponsor
- New York Institute of Technology
Appetitive Behavior
Active Video-game Playing and Food Intake in Children
The purpose of this experiment is to investigate the effect of active video game playing for 30 minutes on food intake and subjective appetite.
- Trial name
- NCT03722251
- Testing
- Glucose beverage, control beverage, glucose beverage and active video game playing, control beverage and active video game playing
- Where
- Canada
- Volunteers
- 27 people, healthy volunteers welcome
- Sponsor
- Toronto Metropolitan University
Internet Gaming Disorder
Neurofeedback for Internet Gaming Addiction
The primary aim of this study is to evaluate the therapeutic potential of real-time functional magnetic resonance imaging (MRI) neurofeedback in alleviating internet gaming disorder (IGD) symptoms by training individuals with…
- Trial name
- NCT06063642
- Testing
- Neurofeedback training
- Where
- Macau
- Volunteers
- 20 people, healthy volunteers welcome
- Sponsor
- University of Macau
Healthy Young Adults
Acute Effect of Immersive VR Technology on Postural Control and Reaction Time in Young Adults
This study investigates the acute effects of short-term immersive virtual reality (VR) exposure on sensory organization and reaction time in young adults aged 18-25 years. It is designed as a randomized controlled trial.
- Trial name
- NCT07709065
- Testing
- Virtual reality gamified motor coordination task
- Where
- Poland
- Volunteers
- 81 people, healthy volunteers welcome
- Sponsor
- University of Rzeszow