AzTrials
AzTrials

Cognitive ImpairmentNCT05522946

Circle Game Collaborative--Freddie the Frog

A study testing Gameplay between parent and child or adolescent with or without a disability in people with Cognitive Impairment and Physical Disability, run by Ohio State University at 1 site in United States.

Withdrawn

Withdrawn. The study stopped before anyone enrolled.

Official record
Search all trials

Trial summary

Families who have children with disabilities experience more challenges in interacting with their children than families who have children without disabilities. This increased level of burden results in higher rates of emotional stress and hardship for those families. Read more about this study

Who is it for?
Ages 5 years and olderHealthy volunteers can take part
Conditions the study is for
Cognitive Impairment, Physical Disability
What is being tested?
Gameplay between parent and child or adolescent with or without a disability
Could I receive a placebo?
No, everyone receives an active treatment
How many people
0 participants
Where
1 siteUnited States
Study dates
17 Feb 2021to Dec 2023
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 5 years and older
  • All sexes
  • Healthy volunteers accepted
  • Child, Adult, Older adult

Who may be able to join

  • Group 1: Children without disabilities between the ages of 5-9 years. Any parent/caregiver to the child
  • Group 2: Adolescents with mild to moderate physical or cognitive disability between the ages of 10-17 years. Any parent/caregiver to the child
  • Group 3: Adolescents with moderate to severe physical and/or cognitive disability between the ages of 10-17 years. Any parent/caregiver to the child

Who cannot join

  • All groups:
  • Parents who do not understand and speak English
  • Parents with a disability

Trial locations and contacts

1 site in 1 country.

United States1 site
  • The Ohio State University College of Nursing

    Columbus, Ohio, 43210

Other trials in United States

About this study

Families who have children with disabilities experience more challenges in interacting with their children than families who have children without disabilities. This increased level of burden results in higher rates of emotional stress and hardship for those families. Motivated by the idea of making deeper connections between children with disabilities and their parents, our gaming platform is designed around two key concepts - human touch and collaborative play. Using wearable sensors, conductive fabrics, microcontrollers, and wireless communication, our gaming platform will register and interpret "touch" as a way to interface with game apps and the devices they are installed on. In other words, touch is translated into player input. Thus, rather than interact with an iPad directly, children and their parents interact with each other instead. Our platform engages both parents and children with disabilities equally in order to better focus on their shared physical expression. As touch can be registered from any part of the body, our platform can be used with children with any type of disability and allows for both active and passive participation by children with a severe disability.

Being tested
Gameplay between parent and child or adolescent with or without a disability
Keywords
Children with disabilities, Parent, Family, Games, Technology, Collaborative game
Medical subject headings
Cognitive Dysfunction

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Gameplay between parent and child or adolescent with or without a disabilityOther

    Parent and child or adolescent will play the game using the provided sensors for 10-15 minutes total. Depending on the cognitive and/or physical ability of the child or adolescent, the two may take turns wearing the sensors or if the child or adolescent does not have the physical or cognitive ability to deliberately touch the sensor, then the child or adolescent will wear the sensors and the parent will touch the sensors in order to move the game forward.

Study groups in NCT05522946
Study groupRoleWhat they receive
Parent and child without disabilityExperimentalParent and child will play the game on the iPad using the sensors provided.
Receives: Other: Gameplay between parent and child or adolescent with or without a disability
Parent and adolescent with mild to moderate cognitive or physical disabilityExperimentalParent and adolescent will play the game on the iPad using the sensors provided.
Receives: Other: Gameplay between parent and child or adolescent with or without a disability
Parent and adolescent with moderate to severe cognitive and/or physical disabilityExperimentalParent and adolescent will play the game on the iPad using the sensors provided.
Receives: Other: Gameplay between parent and child or adolescent with or without a disability

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Establish the feasibility of cooperative gameplay between parents and children without disabilities

    Successful completion of gameplay session

    Measured: 1 hour

  2. Establish the feasibility of cooperative gameplay between parents and adolescents with disabilities

    Successful completion of gameplay session

    Measured: 1 hour

  3. Examine childs', adolescents', and parents ability to play the game through analysis of video recordings of game play

    Successful completion of gameplay session

    Measured: 1 hour

Secondary outcomes (16)
  1. Explore childs' and adolescents' Global, Mental, Physical, and Social Health using the Patient-Reported Outcomes Measurement Information System (PROMIS) measure

    Using individual Patient-Reported Outcomes Measurement Information System (PROMIS) items from the global health, mental health, physical health, social health, and symptom item banks, explore the child and adolescent global health, mental health, physical health, social health, as well as pain and stress. The scores will range from 2-54 with higher scores indicating better outcomes.

    Measured: Pre-gameplay

  2. Semi-Structured interviews with open-ended questions to explore childs' and adolescents' (where appropriate), and parents' feelings about gameplay for fun, well being, quality of life

    Using semi-structured interviews with open ended questions, we will ask parents and children/adolescents who are willing and able to answer questions related to playing the game together. We will ask children/adolescents who are willing and able questions immediately post gameplay. We will ask parents questions related to gameplay either immediately after the child/adolescent or up to 1 week later. To be qualitatively analyzed

    Measured: Immediately Post-gameplay and up to one week post-gameplay

  3. Explore the parents' feelings of bonding with their child/adolescent using the "Connection & Bonding Questionnaire"

    Explore parent feelings of bonding pre/post gameplay examine whether playing the game together increased their feelings of bonding with their child/adolescent. Bonding will be measured using a new investigator-developed measure named the Connection \& Bonding Questionnaire, a 5 item Likert-style questionnaire with responses ranging from Strongly Disagree (0) to Strongly Agree (5) and scores ranging from 0-25 with higher scores indicating a stronger connection and parent/child bond.

    Measured: 1 hour post-game play

  4. Explore whether the parent felt that their child's physical and psychological needs were met before gameplay using the "Child Needs Survey"

    Explore whether the parent felt that their child's physical and psychological needs were met before gameplay using an investigator-developed measure named the "Child Needs Survey", a 5 item survey with 4 questions with responses of Yes, No, Unsure/Decline to Answer, and Not able/Not applicable, one visual analog-type response ranging from "Little to none" to "Fully" and one open-ended question asking parents to describe any additional needs that may or may not have been met. More "yes" answers mean a better outcome.

    Measured: Pre-gameplay

  5. Explore whether the child had pain pre/post gameplay using visual analog scale

    Using a visual analog scale, have the child and parent rate the child's pain pre- and immediately post-gameplay. Visual Analog Scales are a 100mm line with endpoints "none" at the 0 endpoint and "worst ever" at the 100mm endpoint. A higher score indicates a worse outcome.

    Measured: Pre gameplay and immediately post gameplay

  6. Explore whether the child had stress pre/post gameplay using visual analog scale

    Using a visual analog scale, have the child and parent rate the child's stress pre- and immediately post-gameplay. Visual Analog Scales are a 100mm line with endpoints "none" at the 0 endpoint and "worst ever" at the 100mm endpoint. A higher score indicates a worse outcome.

    Measured: Pre gameplay and immediately post gameplay

  7. Explore whether the parent had pain pre/post gameplay using visual analog scale

    Using a visual analog scale, have the parent rate their pain pre- and immediately post-gameplay. Visual Analog Scales are a 100mm line with endpoints "none" at the 0 endpoint and "worst ever" at the 100mm endpoint. A higher score indicates a worse outcome.

    Measured: Pre gameplay and immediately post gameplay

  8. Explore whether the parent had stress pre/post gameplay using visual analog scale

    Using a visual analog scale, have the parent rate the their stress pre and immediately post gameplay. Visual Analog Scales are a 100mm line with endpoints "none" at the 0 endpoint and "worst ever" at the 100mm endpoint. A higher score indicates a worse outcome.

    Measured: Pre gameplay and immediately post gameplay

  9. Compare childs' and adolescents' Global, Mental, Physical, and Social Health using the single measure "Patient-Reported Outcomes Measurement Information System (PROMIS)" from Group 1, Group 2, and Group 3

    Examine and describe differences in Global, Mental, Physical, and Social Health between groups using the "Patient-Reported Outcomes Measurement Information System (PROMIS)" measure described in Outcome 4. All units of measure are the same across groups. The scores will range from 2-54 with higher scores indicating better outcomes.

    Measured: 1 hour post-gameplay

  10. Semi-structured interviews with open ended questions to compare childs' and adolescents' (where appropriate), and parents' feelings about gameplay for fun, well being, quality of life in Group 1, Group 2, and Group 3

    Using semi-structured interviews with open ended questions, we will examine and describe differences in feelings about gameplay between groups using qualitative responses gathered using semi-structured interview from Outcome 5. To be qualitatively analyzed.

    Measured: 1 hour post-gameplay

  11. Compare the parents' feelings of bonding using the "Connection & Bonding Questionnaire" with their child/adolescent in Group 1, Group 2, and Group 3

    Examine and describe differences in feelings about parent bonding between groups using responses obtain from the "Connection \& Bonding Questionnaire", a 5 item Likert-style questionnaire with responses ranging from Strongly Disagree (0) to Strongly Agree (5) and scores ranging from 0-25 with higher scores indicating a stronger connection and parent/child bond.

    Measured: 1 hour post-gameplay

  12. Compare the parents' feelings of whether the child's physical and psychological needs were met before gameplay using the "Child Needs Survey" in Group 1, Group 2, and Group 3

    Examine and describe differences in whether the child's physical and psychological needs were met before gameplay between groups using responses from the "Child Needs Survey." A 5 item survey with 4 questions with responses of Yes, No, Unsure/Decline to Answer, and Not able/Not applicable, one visual analog-type response ranging from "Little to none" to "Fully" and one open-ended question asking parents to describe any additional needs that may or may not have been met. More "yes" answers mean a better outcome.

    Measured: 1 hour post-gameplay

  13. Compare whether the child had pain using the Visual Analog Scale in Group 1, Group 2, and Group 3

    Examine and describe differences in whether the child had pain pre/post gameplay between groups using the Visual Analog Scales. Using a visual analog scale, have the child rate their pain pre- and immediately post-gameplay. Visual Analog Scales are a 100mm line with endpoints "none" at the 0 endpoint and "worst ever" at the 100mm endpoint. A higher score indicates a worse outcome.

    Measured: Immediately pre-gameplay and 1 hour post-gameplay

  14. Compare whether the child had stress using the Visual Analog Scale in Group 1, Group 2, and Group 3

    Examine and describe differences in whether the child had stress pre/post gameplay between groups using the Visual Analog Scale. Using a visual analog scale, have the child rate their stress pre- and immediately post-gameplay. Visual Analog Scales are a 100mm line with endpoints "none" at the 0 endpoint and "worst ever" at the 100mm endpoint. A higher score indicates a worse outcome.

    Measured: Immediately pre-gameplay and 1 hour post-gameplay

  15. Compare whether the parent had pain using the Visual Analog Scale in Group 1, Group 2, and Group 3

    Examine and describe differences in whether the parent had pain pre/post gameplay between groups using the Visual Analog Scale. Using a visual analog scale, have the parent rate their pain pre- and immediately post-gameplay. Visual Analog Scales are a 100mm line with endpoints "none" at the 0 endpoint and "worst ever" at the 100mm endpoint. A higher score indicates a worse outcome.

    Measured: Immediately pre-gameplay and 1 hour post-gameplay

  16. Compare whether the parent had stress using the Visual Analog Scale in Group 1, Group 2, and Group 3

    Examine and describe differences in whether the parent had stress pre/post gameplay between groups using the Visual Analog Scale.Using a visual analog scale, have the parent rate their stress pre- and immediately post-gameplay. Visual Analog Scales are a 100mm line with endpoints "none" at the 0 endpoint and "worst ever" at the 100mm endpoint. A higher score indicates a worse outcome.

    Measured: Immediately pre-gameplay and 1 hour post-gameplay

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted31 Aug 2022
  2. Study start17 Feb 2021
  3. Primary completionMay 2023 (estimated)
  4. Study completionDec 2023 (estimated)

Why it stopped: Participants were not assigned to an intervention and as such this was not considered a clinical trial.

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Supportive care
Allocation
Non-randomised
Intervention model
Sequential
Model description
Group 1: Parents and children without disabilities Group 2: Parents and adolescents with mild to moderate cognitive or physical disability Group 3: Parents and adolescents with moderate to severe cognitive and/or physical disability
Masking
None (open label)
Enrolment
0 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT05522946
Sponsor's protocol ID
2020B0306
Status last verified
Aug 2022
First submitted
1 Apr 2021
Last updated
15 Jun 2023
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No: No plan to share data.

Questions about this trial

What is this clinical trial studying?

A study testing Gameplay between parent and child or adolescent with or without a disability in people with Cognitive Impairment and Physical Disability, run by Ohio State University at 1 site in United States.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 3 inclusion and 3 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: withdrawn, as of the sponsor's last update on 15 Jun 2023. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in United States. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study was withdrawn before enrolling participants, so there are no results.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Establish the feasibility of cooperative gameplay between parents and children without disabilities (time frame: 1 hour). The study lists 3 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 15 Jun 2023.

Free account

Keep searching with a free account

You’ve used your 3 free searches for this session. Log in or create a free AzTrials account to keep searching clinical trials and save the ones you want to follow.

Create a free accountLog in