Clinical trials: Serious Games
Fibromyalgia
Serious Game for Fibromyalgia Patients
Aim: To check the applicability of LitEmotion© in people with Fibromyalgia. Design: randomized clinical trial, with pre, post and follow-up evaluation. Researchers and outcome evaluator blinded.
- Trial name
- NCT03906188
- Testing
- LitEmotion
- Where
- Spain
- Volunteers
- 42 people, healthy volunteers welcome
- Sponsor
- Universidad de Burgos
Healthy
Effectiveness of the Serious Game 'Broodles' for Siblings of Children With Visual Impairment and/or Intellectual Disability
The support for siblings of children with disabilities is scarce and fragmented, even though studies have shown that these siblings can benefit from support.
- Trial name
- NCT05376007
- Testing
- Serious game 'Broodles'
- Where
- Netherlands
- Volunteers
- 107 people, healthy volunteers welcome
- Sponsor
- VU University of Amsterdam
Nutrition Intervention
Rewarding Healthy Food Choices: a Mobile Serious Game Intervention in Adolescents
The aim of this study is to conduct an outcome and process evaluation of the REWARD intervention, a serious game intervention using reward-based strategies as a main method to trigger healthy snacking in Flemish adolescents.
- Trial name
- REWARD (NCT02622165)
- Testing
- The REWARD serious game intervention
- Where
- Belgium
- Volunteers
- 1,463 people, healthy volunteers welcome
- Sponsor
- University Ghent
Stroke, Motor Activity
Evaluation of a Video-ludic Re-education of the Paretic Upper Limb in Chronic Hemipartic Patients Post Cerebral Vascular Accident
The aim of this randomized controlled study with stroke patients is to demonstrate that a re-education with interactive table with instrumented objects delivering sensory feedback and serious game improve certain motor functions…
- Trial name
- ERGOTACT (NCT03166020)
- Testing
- Rehabilitation
- Where
- 2 sites in France
- Volunteers
- 28 people, healthy volunteers welcome
- Sponsor
- Centre d'Investigation Clinique et Technologique 805
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
Adolescents
SAEM: A Serious Game for Emotional Regulation Problems in Adolescents
This study aims to assess the effects of an intervention to improve emotional regulation skills in adolescents with affective (anxiety and/or depression) and behavioral problems.
- Trial name
- SAEMGame (NCT05154292)
- Testing
- Serious Game: Emotional Health Island (SAEM)
- Where
- 3 sites in Spain
- Volunteers
- 120 people, healthy volunteers welcome
- Sponsor
- Universidad de Almeria
Caries, Tooth Decay
Improving Oral Health With Serious Games
This study investigated if computer games can be effective at changing the way children take care of their teeth. We a museum exhibit with 3D virtual reality games called "Attack of the S.
- Conditions
- Caries, Tooth Decay, Cavities, Gingivitis
- Trial name
- AOTSM (NCT02027597)
- Testing
- Attack of the S. Mutans, Follow-up, SnowWorld
- Where
- United States
- Volunteers
- 161 people, healthy volunteers welcome
- Sponsor
- University of Washington
Eating Behavior
The Effect of a Serious Health Game on Children's Eating Behavior
Background: Currently the dietary intake patterns of children do not meet the prescribed dietary guidelines. Consequently childhood obesity is one of the most serious health concerns.
- Trial name
- NCT05025995
- Testing
- Serious health game
- Where
- Netherlands
- Volunteers
- 157 people, healthy volunteers welcome
- Sponsor
- Tilburg University
COVID-19, Vaccination Hesitancy
An Online Game to Help Canadian Adults Identify COVID-19 Vaccine Misinformation With One-Month Follow-Up
COVID-19 vaccine misinformation contributed to vaccine hesitancy and preventable illness. This study tested whether a brief online game helps Canadian adults identify COVID-19 vaccine misinformation, and whether effects last one…
- Conditions
- COVID-19, Vaccination Hesitancy, Health Misinformation, Communication
- Trial name
- NCT07758296
- Testing
- Gamified misinformation refutation quiz, Refutational text blog post (active control)
- Where
- United States
- Volunteers
- 4,071 people, healthy volunteers welcome
- Sponsor
- University of South Carolina
Stroke, Unilateral Spatial Neglect
Therapeutic Serious Game and Rehabilitation of Stroke Patient
The growing field of new technologies offers new perspectives for neurorehabilitation. Serious games are a promising solution in the rehabilitation of cognitive impairments, and they may be useful in the rehabilitation of…
- Trial name
- NCT05661396
- Testing
- Serious game rehabilitation
- Volunteers
- 6 people
- Sponsor
- Hopitaux de Saint-Maurice
Overweight, Obesity
Mobile Exergaming in Type 2 Diabetes
The purpose of this study is to investigate if MOBIGAME (an innovative, mobile phone-based game application) is suitable to increase daily physical activity and physical activity adherence as well as health parameters such as…
- Conditions
- Overweight, Obesity, Diabetes Mellitus, Type 2
- Trial name
- MOBIGAME (NCT02657018)
- Testing
- MOBIGAME, Control
- Where
- Switzerland
- Volunteers
- 36 people
- Sponsor
- University of Basel
ADHD
Adding VR-Based Episodic Future Thinking Training to Executive- Function Training for Children With ADHD: A Randomized Controlled Trial
This study recruited 80 children aged 5-12 with clinically diagnosed ADHD from Qilu Hospital, Shandong University, and randomly divided them into two groups with 40 children in each group: the EF-only group and the EF+VR-EFT…
- Trial name
- Virtual Realit (NCT07591896)
- Testing
- executive function, a VR-based episodic future thinking
- Where
- China
- Volunteers
- 80 people
- Sponsor
- Qilu Hospital of Shandong University
Attention Deficit Hyperactivity Disorder
Αn Information System for Symptom Diagnosis and Improvement of Attention Deficit Hyperactivity Disorder (ADHD360)
ADHD360 will be an innovative integrated platform for early ADHD diagnosis and intervention against its symptoms. In the core of the platform design there will be a serious game along with a mobile application to monitor behavior…
- Trial name
- ADHD360 (NCT04362982)
- Testing
- ADHD360 platform: An intervention intergrating a serious game along with a mobile application for daily behavioral monitoring.
- Where
- Greece
- Volunteers
- 43 people, healthy volunteers welcome
- Sponsor
- Aristotle University Of Thessaloniki
Palliative Care, Serious Games
SPAMLO-3.0 : Having Fun Shedding Light on Darkness, a Playful Approach to Reduce Anxiety in Palliative Care
End-of-life care is often accompanied by anxiety-not only for patients in palliative care, but also for their loved ones and the healthcare professionals supporting them.
- Conditions
- Palliative Care, Serious Games, Anxiety
- Trial name
- SPAMLO 3 0 (NCT07070869)
- Testing
- Serious game
- Where
- 8 sites in France
- Volunteers
- 280 people
- Sponsor
- Centre Hospitalier de Saint-Brieuc
Parkinson Disease
A Training of the Rhythmic Skills With a Serious Game to Improve Gait and Cognitive Abilities in Parkinson's Disease
This project aims at assessing the opposite relation, namely the effect of a training of the general timing abilities on gait in Parkinson's disease. Timing rehabilitation will be done by the means of a serious game.
- Trial name
- RGP (NCT02855710)
- Testing
- Rhythm workers training Perceptive timing, Rhythm workers training sensorimotor timing, No Rhythm workers training
- Where
- France
- Volunteers
- 35 people, healthy volunteers welcome
- Sponsor
- University Hospital, Montpellier
Advance Care Planning, Vulnerable Populations
Using an End-of-life Conversation Game to Engage Underserved Communities in Advance Care Planning
This national project will provide an effective, evidence-based intervention for advance care planning (ACP) to 50 underserved US communities, those with poor access to healthcare systems due to economic, cultural or other…
- Conditions
- Advance Care Planning, Vulnerable Populations, Advance Directives, Terminal Illness
- Trial name
- NCT03456921
- Testing
- End-of-life conversation game called "Hello"
- Where
- United States
- Volunteers
- 1,122 people, healthy volunteers welcome
- Sponsor
- Milton S. Hershey Medical Center
Interpersonal Relations
The Effectiveness of a Serious Game Targeting Interpersonal Emotion Regulation in Early Adolescents
Background: Adaptive interpersonal emotion regulation (iER) is a vital tool for positive relations. During early adolescence, peer relations become increasingly important, making this age group a relevant target group for…
- Trial name
- NCT04808102
- Testing
- IER AG, BubbleShooter
- Volunteers
- 180 people, healthy volunteers welcome
- Sponsor
- Karl Landsteiner University of Health Sciences
Surgical Hand Preparation Education
Clear Hands Challenge: A Digital Serious Game for Surgical Hand Preparation Training in Nursing Students
This pilot study evaluated the use of Clear Hands Challenge!, a digital serious game designed to support surgical hand preparation training in nursing students.
- Trial name
- CHC (NCT07842822)
- Testing
- Clear Hands Challenge! Digital Serious Game
- Where
- Turkey (Türkiye)
- Volunteers
- 30 people, healthy volunteers welcome
- Sponsor
- Bozok University
Acquired Brain Injury, Depressive Symptoms
A Single-case Design to Investigate a Compensatory Brain Game Supporting Goal Management Training Intervention in a Psychiatric Brain Injury Population
The main cognitive complaint in brain-injured patients is often the everyday disorganization caused by Executive Function (EF) deficits. EF deficits are often seen in patients with psychiatric disorders i.e.
- Conditions
- Acquired Brain Injury, Depressive Symptoms, Anxiety, Executive Dysfunction
- Trial name
- NCT06352346
- Testing
- Compensatory brain game supporting Goal Management Training intervention
- Where
- Netherlands
- Volunteers
- 4 people
- Sponsor
- ProPersona
Dementia
VR&R: Providing Caregiver Respite by Managing BPSDs and Improving QoL in People with Dementia Using Immersive VR-Therapy
The goal of this interventional trial is to learn about how immersive Virtual Reality (VR) therapy can be used at home by individuals with dementia, with assistance from their informal (e.g., friend/family) caregivers.
- Trial name
- VR&R (NCT05867641)
- Testing
- Immersive VR Therapy in Head-Mounted Display (HMD) (Solo), Immersive VR Therapy in a Head-Mounted Display (HMD) (Social)
- Where
- 7 sites in Canada
- Volunteers
- 50 people
- Sponsor
- University Health Network, Toronto