Clinical trials: Serious Game
Cognitive Dysfunction, Mild Cognitive Impairment
Cognitive and Physical Home-rehabilitation by Information and Communications Technology. Games for Older Adults Active Life (GOAL)
Aging is often associated with pathological pathway such as in Mild Cognitive Impairment (MCI), and that pathway may be associated to a high risk of dementia.
- Conditions
- Cognitive Dysfunction, Mild Cognitive Impairment, Vascular Cognitive Impairment
- Trial name
- GOAL (NCT03383549)
- Testing
- Tele-rehabilitation
- Where
- Italy
- Volunteers
- 60 people, healthy volunteers welcome
- Sponsor
- Fondazione Don Carlo Gnocchi ETS
Mental Health
Evaluation of a Serious Game Aimed at Improving Mental Health in Youth.
The main goal of this study is to evaluate the effectiveness of a serious game aimed at improving mental health in teenagers aged 12-16 years old.
- Trial name
- NCT04608578
- Testing
- Silver
- Where
- 14 sites in Belgium
- Volunteers
- 3,000 people, healthy volunteers welcome
- Sponsor
- University Ghent
Serious Games, Psychological Flow
Flow Regulation in Medical Serious Games
The goal of this study is to access the effect of facilitation on amount of psychological Flow generated in medical students playing a medical serious game.
- Conditions
- Serious Games, Psychological Flow, Diabetes Mellitus
- Trial name
- NCT05637749
- Testing
- Medical serious game intervention (educational)
- Where
- Singapore
- Volunteers
- 53 people, healthy volunteers welcome
- Sponsor
- Nanyang Technological University
Education
Validity Assessment of the "LabForGames Warning" Serious Game
The use of simulation in medical education has been associated with positive results in the acquisition of knowledge, skills, behaviors and patient outcome.
- Trial name
- NCT03092440
- Testing
- serious game
- Where
- France
- Volunteers
- 71 people, healthy volunteers welcome
- Sponsor
- Université Paris-Sud
Knowledge, Attitudes, Practice
GEMAS Proyect. Gamification in Nursing and Medicine for Simulation Learning.
The GEMAS project is based on the creation of a virtual serious game in which, by carrying out clinical cases that simulate real environments and episodes of a hospital emergency service, the aim is to improve and reinforce the…
- Trial name
- NCT06516250
- Testing
- Virtual serious game GEMAS
- Volunteers
- 121 people, healthy volunteers welcome
- Sponsor
- Consorci Sanitari de Terrassa
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
Serious Game on Hospitalized Children
The Effect of Serious Game on Hospitalized Children's Anxiety, Fear, Knowledge, and Anxiety Levels in Their Parents
Children may view hospitalization as a stressful experience. Children who are hospitalized show high levels of anxiety symptoms.
- Trial name
- NCT05775640
- Testing
- serious game
- Where
- Turkey (Türkiye)
- Volunteers
- 64 people, healthy volunteers welcome
- Sponsor
- Pamukkale University
Educational Problems
Comparison of Three Modalities to Assess Clinical Competence of Medical Students
This study, focusing on the management of pediatric asthma exacerbations, assesses the clinical skills of medical students using three different evaluation tools: (i) the simulation game "Effic'Asthme" developed to train…
- Trial name
- SIMEVAL (NCT03884114)
- Testing
- High-fidelity simulation, Simulation game, Multiple choice questionnaire
- Where
- France
- Volunteers
- 42 people, healthy volunteers welcome
- Sponsor
- Ilumens
Compensation Strategies, Serious Games
Feasibility of the Glenrose Grocery Game for Cognitive and Functional Outcomes in Older Inpatients
Older adults could benefit from computer serious games as a strategy for improving not only their cognitive functions but also their functioning and performance in daily activities, which are often compromised with age.
- Trial name
- NCT07584408
- Testing
- Experimental: Glenrose Grocery Game sessions, Standard cognitive rehabilitation
- Where
- Canada
- Volunteers
- 15 people, healthy volunteers welcome
- Sponsor
- University of Alberta
Newborn; Vitality
Use of Serious Game Simulation on Newborn Resuscitation Education
Neonatal death is one of the important indicators showing the development level of countries. Many newborn deaths are preventable. Preventable neonatal deaths arise from events such as birth asphyxia at the time of delivery.
- Trial name
- NCT04623411
- Testing
- Neonatal resuscitation training with classical method and serious game simulation method, Control Group
- Where
- Turkey (Türkiye)
- Volunteers
- 100 people, healthy volunteers welcome
- Sponsor
- Akdeniz University
Expert Opinion on the Development of Serious Games for Rehabilitation
Development of Serious Games for Rehabilitation: a Delphi Study
This clinical study has been organised to identify the needs and recommendations of experts in the field of rehabilitation technology and gamification on the development of serious games for rehabilitation.
- Trial name
- NCT07460778
- Testing
- Online survey, Focus group discussions, Ranking results
- Where
- Belgium
- Volunteers
- 34 people, healthy volunteers welcome
- Sponsor
- Vrije Universiteit Brussel
Family Caregiver of Patient With Alzheimer Disease
Impact of the Eurékoi Serious Game on Family Caregivers of Patients With a Major Neurocognitive Disorder
This study aims to assess the effectiveness of serious EUREKOI gambling on the anxiety of family caregivers of patients with newly diagnosed Alzheimer's disease.
- Trial name
- NCT04573985
- Testing
- Serious game Eurekoi intervention
- Where
- France
- Volunteers
- 40 people, healthy volunteers welcome
- Sponsor
- Centre Hospitalier Universitaire de Nice
COVID-19, Vaccine Hesitancy
Online Games to Help Canadian and U.S. Adults Identify COVID-19 and Vaccine Misinformation: Three Sequential Randomized Studies
COVID-19 misinformation contributed to vaccine hesitancy and preventable illness. This record covers three sequential randomized studies (conducted in Canada and the United States, November-December 2020) testing whether a brief…
- Conditions
- COVID-19, Vaccine Hesitancy, Health Misinformation, Communication
- Trial name
- NCT07758309
- Testing
- Gamified misinformation refutation quiz, Refutational text (active control)
- Where
- United States
- Volunteers
- 3,637 people, healthy volunteers welcome
- Sponsor
- University of South Carolina
Cardiopulmonary Arrest With Successful Resuscitation
Cardiopulmonary Resuscitation Self-training
Participants were 45 first-year medical students randomly assigned to cardiopulmonary resuscitation (CPR) self-training using either a video-based presentation or a serious game developed in a 3D learning environment for up to 20…
- Trial name
- NCT03729037
- Testing
- CPR self-training
- Volunteers
- 45 people, healthy volunteers welcome
- Sponsor
- Pontificia Universidade Católica do Rio Grande do Sul
Education, Medical, Undergraduate, Out-of-Hospital Cardiac Arrest
Serious Game Versus Online Course to Pre-train Medical Students on the Management of an Adult Cardiac Arrest.
The objective of this study is to compare two forms of pre-training (an online narrative presentation and a serious game) to prepare 2nd year medical students for a hands-on training with physical simulators about out-of-hospital…
- Conditions
- Education, Medical, Undergraduate, Out-of-Hospital Cardiac Arrest, Simulation Training
- Trial name
- NCT02758119
- Testing
- Serious Game, Online course
- Where
- France
- Volunteers
- 82 people, healthy volunteers welcome
- Sponsor
- Ilumens
Alcohol Use, Cannabis Use
Evaluation of Purple Town
Purple Town is a media literacy-based prevention and harm reduction program that uses a mobile game, with or without accompanying facilitated workshops, to raise young people's awareness of the risks associated with alcohol and…
- Conditions
- Alcohol Use, Cannabis Use, Health Literacy
- Trial name
- Purple Town (NCT07919639)
- Testing
- Purple Town prevention program, Purple town mobile game
- Where
- France
- Volunteers
- 352 people, healthy volunteers welcome
- Sponsor
- Paris Nanterre University
Remote Cognitive Training, Alzheimer Disease
Remote Technologies in Early Stages of Alzheimer's Disease
The investigators are adapting a tablet-based cognitive training program for Alzheimer's disease (AD) by focusing on specific cognitive components.
- Conditions
- Remote Cognitive Training, Alzheimer Disease, Mild Cognitive Impairment, Old Age; Dementia
- Trial name
- NCT07521865
- Testing
- App-based cognitive training
- Where
- Switzerland
- Volunteers
- 52 people, healthy volunteers welcome
- Sponsor
- University of Bern
Healthy Students
About the Efficacy of a Serious Game in Critical Appraisal
Background: serious games have been reported as valuable method of learning since a decade. Even if their evident efficiency hasn't been always reported, their influence on the learners' motivation has become consensual.
- Trial name
- NCT04076163
- Testing
- serious game
- Where
- Tunisia
- Volunteers
- 48 people, healthy volunteers welcome
- Sponsor
- mona mlika
Dengue
Effects of a Serious Game on Knowledge, Attitude and Practice in Vector Control and Dengue Prevention Among Adults in Primary Care
Dengue can be mitigated by both vector control and vaccination. Serious games in healthcare can be used to raise the community awareness of vector control in dengue prevention in a simulated interactive learning environment, by…
- Trial name
- NCT05307484
- Testing
- Serious game, Dengue prevention website
- Where
- Singapore
- Volunteers
- 400 people, healthy volunteers welcome
- Sponsor
- SingHealth Polyclinics
Physical Activity, Serious Game
BOOSTH: Promoting Physical Activity in Primary Schools in Combination With Serious Gaming
Physical inactivity is considered to be one of the ten principal risk factors for death worldwide. Children need to perform one hour of daily moderate-to-vigorous intensity physical activity whereof at least twice a week these…
- Conditions
- Physical Activity, Serious Game, Child Behavior, School Intervention
- Trial name
- NCT03440580
- Testing
- BOOSTH
- Where
- Netherlands
- Volunteers
- 713 people, healthy volunteers welcome
- Sponsor
- Maastricht University Medical Center