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Solid Organ TransplantMystic WizardNCT07609303

Feeding the Flame, One Day at a Time: Design and Acceptability of a Serious Game to Support Medication Adherence and Education for Pediatric Solid Organ Transplant Patients

A study testing Mystic Wizard in people with Solid Organ Transplant, run by Stanford University at 1 site in United States.

Recruiting

Looking for participants now. Contact the study team or a site below to ask about taking part.

Sites and contacts
Official record

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Trial summary

Children and teenagers who receive a solid organ transplant (such as a kidney, liver, or heart) must take medications every day to keep their new organ healthy. Taking these medications correctly and on time is one of the most important parts of staying well after a transplant, but it can be hard for young patients to… Read more about this study

Who is it for?
Ages 7 to 17 years
Conditions the study is for
Solid Organ Transplant
What is being tested?
Mystic Wizard
Could I receive a placebo?
No, everyone receives an active treatment
How many people
15 participants
Where
1 siteUnited States
Study dates
17 Aug 2026to 16 Jul 2027
Phase
Interventional

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 7 to 17 years
  • All sexes
  • No healthy volunteers
  • Child

Who may be able to join

  • Between age 7-17
  • History of solid organ transplantation
  • Current admission in inpatient unit
  • Able to understand and interact with a tablet-based game in English

Who cannot join

  • Legal guardian not present to obtain consent
  • Child with a significant neurological condition, or major developmental disability
  • Child with active infection of the face or hand
  • History of severe motion sickness
  • Severe visual or motor impairment limiting gameplay participation
  • Acute medical instability
  • Major surgery within the last 48 hours
  • Inability to understand English

Trial locations and contacts

1 site in 1 country. Contact the study team or a site near you to ask about taking part.

Amrita Narang, MD contact

(650) 721-2250

anarang@stanford.edu

Thomas Caruso, MD, PhD contact

650-723-5728

tjcaruso@stanford.edu

United States1 site, 1 recruiting
  • Lucile Packard Children's Hospital Stanford

    Palo Alto, California, 94304

    ManYee Suen, MMedSc, smy822@stanford.edu

    Thomas Caruso, MD, PhD

    Recruiting

Other trials in United States

About this study

Children and teenagers who receive a solid organ transplant (such as a kidney, liver, or heart) must take medications every day to keep their new organ healthy. Taking these medications correctly and on time is one of the most important parts of staying well after a transplant, but it can be hard for young patients to understand why this matters and to keep up with their routines. Doctors and nurses usually teach patients about their transplant through conversations, which may not always be engaging or easy for kids to remember.

This study looks at a new way to help young transplant patients learn about their condition and their medications: an educational game played on a tablet. The purpose of the study is to find out what patients think of the game and how well it works for them. Researchers want to know whether young patients find the game acceptable and enjoyable, whether it is easy to use, whether it makes them feel motivated and capable, and how engaged they feel while playing.

Read more

To do this, patients will play the tablet game and then share their experiences. After playing, they will take part in a small group interview where they talk about what they liked, what was confusing, and whether the game helped them understand their transplant and medications. They will also fill out short questionnaires about how easy the game was to use and how engaging it felt.

The researchers' hypothesis is that pediatric solid organ transplant patients will find the educational tablet-based game acceptable, easy to use, and engaging, and that it will be a welcome and helpful tool for learning about their transplant care. The findings will help guide whether this kind of game could be used to support transplant education for children and teens.

Being tested
Mystic Wizard
Keywords
Education

What participants receive

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

  • Mystic WizardBehavioural

    Mystic Wizards is a tablet-based serious game intervention designed to support medication understanding, self-efficacy, and health engagement among pediatric solid organ transplant recipients. The game uses a narrative fantasy framework in which players assume the role of a young wizard entrusted with a "Legacy Flame" representing their transplanted organ. Daily medications are represented as "potions" required to maintain the strength and stability of the Flame.

    The intervention includes short narrative sequences, interactive mini-games, visual feedback systems, and avatar customization features designed to reinforce medication routines and promote empowerment in a developmentally appropriate manner. Participants complete a single gameplay session lasting approximately 10-12 minutes on a tablet device during their inpatient hospitalization, followed by brief surveys and a semi-structured interview.

Study groups in NCT07609303
Study groupRoleWhat they receive
Solid organ transplant recipientExperimentalNot described
Receives: Behavioral: Mystic Wizard

What is being measured

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

  1. Determine the acceptability the tablet-based game among solid transplant patient.

    Semi-structured focus group interviews conducted in person immediately after intervention. Six core questions plus probing prompts assessing attitudes, opinions, and perceptions of the intervention experience

    Measured: Immediately after intervention

Secondary outcomes (3)
  1. Evaluate the usability of the tablet-based game among solid transplant patient using Usability and Acceptability Scale (UAS)

    Usability of the tablet-based game will be assessed using Usability and Acceptability Scale (UAS), which is a 8 item 5-point Likert scale ranging from "Strongly Disagree" to "Strongly Agree with 40 indicating highest usability of the tool.

    Measured: Immediately after intervention

  2. To assess participants' intrinsic motivation and psychological needs satisfaction (autonomy, competence, relatedness, presence) while using the intervention

    Semi-structured focus group interviews conducted in person immediately after intervention. Six core questions plus probing prompts assessing attitudes, opinions, and perceptions of the intervention experience

    Measured: Immediately after intervention

  3. To assess participants' overall engagement with the digital intervention

    Semi-structured focus group interviews conducted in person immediately after intervention. Six core questions plus probing prompts assessing attitudes, opinions, and perceptions of the intervention experience

    Measured: Immediately after intervention

Timeline

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

  1. First posted27 May 2026
  2. Study start17 Aug 2026
  3. Primary completion16 Jul 2027 (estimated)
  4. Study completion16 Jul 2027 (estimated)

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
Not applicable
Intervention model
Single group
Masking
None (open label)
Enrolment
15 participants (estimated)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07609303
Sponsor's protocol ID
87110
Acronym
Mystic Wizard
Status last verified
Sep 2026
First submitted
19 May 2026
Last updated
28 Sep 2026
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No

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