Clinical trials: Gamification
Virtual Reality, Distraction
Assessing the Effect of Virtual Reality Gamification on Anxiety and Pain Management During Extraction of MIH-affected Lower First Permanent Molars in Pediatric Patients
The aim of this study was to evaluate the effectiveness of gamified virtual reality in reducing anxiety and pain during the extraction of lower first molars with MIH under local anaesthesia.
- Conditions
- Virtual Reality, Distraction, Gamification, Tooth Extraction
- Trial name
- VRGAMIFICATION (NCT06964451)
- Testing
- Extraction tooth
- Where
- Serbia
- Volunteers
- 56 people
- Sponsor
- Rasa Mladenovic
Knee Osteoarthristis
Development of a Digital Rehab Program With Gamification
Total knee arthroplasty is commonly followed by a period of postoperative rehabilitation to restore knee movement, lower-limb strength, and physical function.
- Trial name
- NCT07845539
- Testing
- KIMIA Recover, Conventional Postoperative Rehabilitation
- Where
- Singapore
- Volunteers
- 21 people
- Sponsor
- Tan Tock Seng Hospital
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
Thoracic Trauma
Feasibility of the Gamification of Incentive Spirometry in Trauma Patients
Gamification may be one solution that can increase the compliance in the use of devices like incentive spirometry.
- Trial name
- NCT06090279
- Testing
- OmniFlow Breathing Therapy BioFeeback System
- Sponsor
- Wake Forest University Health Sciences
Medication Adherence
Investigation of a Patient Support Intervention for Statin Medication Adherence
Statins have been demonstrated to significantly reduce the risk of cardiovascular disease, but adherence to these medications is suboptimal.
- Trial name
- NCT06972979
- Testing
- Text Message Gamification and Remote Support
- Where
- United States
- Volunteers
- 2,200 people, healthy volunteers welcome
- Sponsor
- Ascension Health
Surgical Education in Medical Students
Evaluating TESLA-G, a Gamified, Telegram-delivered, Quizzing Platform for Surgical Education in Medical Students
Telegram Education for Surgical Learning and Application Gamified (TESLA-G) is an online, gamified quizzing platform for surgical education in medical students.The main objective of this pilot study is to assess the feasibility…
- Trial name
- NCT05520671
- Testing
- Gamified online quizzing platform, Conventional quizzing platform
- Volunteers
- 50 people, healthy volunteers welcome
- Sponsor
- Nanyang Technological University
Advance Care Planning, American Indian or Alaska Native
Using a Conversation Game to Engage Native American Washoe Tribe Members in Advance Care Planning: Preparation for a Clinical Trial
The goal of this study is to learn if a culturally adapted version of the Hello game, an advance care planning (ACP) conversation tool, is feasible and acceptable for use with members of the Washoe Tribe.
- Conditions
- Advance Care Planning, American Indian or Alaska Native, Gamification
- Trial name
- NCT07439393
- Testing
- Aim 1: Talking Circles, Aim 2: Play Modified Hello Game
- Volunteers
- 108 people, healthy volunteers welcome
- Sponsor
- Milton S. Hershey Medical Center
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
Parkinson Disease, Parkinson's Disease (PD)
Developing Immersive Gamification Technology Systems For The Rehabilitation Management Of Adults With Parkinson's Disease (Phase 1 Trial)
This clinical trial aims to develop and test a prototype immersive gamification technology system (ImGTS) among healthy volunteers and to determine its acceptability, safety, and usability in a healthy population.
- Trial name
- NCT07382401
- Testing
- VR-HMD, AR-HMD, semi-CAVE
- Where
- Philippines
- Volunteers
- 30 people, healthy volunteers welcome
- Sponsor
- Augmented eXperience E-health Laboratory
High Risk for Eating Disorder, Eating Disorders in Adolescence
ACT to Prevent Eating Disorders: Evaluating a Gamified Prevention Program
Eating Disorders (ED) constitute a serious public health issue that affects predominantly women and appears typically in adolescence or early adulthood.
- Conditions
- High Risk for Eating Disorder, Eating Disorders in Adolescence, Acceptance Processes
- Trial name
- AcceptME (NCT03693911)
- Testing
- Acceptance and Commitment Therapy
- Where
- Cyprus
- Volunteers
- 92 people, healthy volunteers welcome
- Sponsor
- University of Cyprus
Motivation, Engagement, Patient
Learning Through Gamification in Higher Education
"Health care legislation, management and administration" is a basic subject offered in the physical therapy university degree. The juridical features of this subject usually provokes a lack of motivation between students.
- Trial name
- NCT04284163
- Testing
- Gamification, Traditional teaching
- Where
- Spain
- Volunteers
- 106 people, healthy volunteers welcome
- Sponsor
- Universidad Católica San Antonio de Murcia
Physical Activity
Social and Financial Incentives to Increase Physical Activity Among Overweight and Obese Veterans
In this randomized, controlled trial the investigators will compare the use of social and financial incentive-based interventions to increase physical activity among overweight and obese Veterans during a 12-week intervention…
- Trial name
- NCT03563027
- Testing
- Social Incentive Gamification, Support Sponsor, Financial Incentive
- Where
- 2 sites in United States
- Volunteers
- 180 people
- Sponsor
- VA Office of Research and Development
Gamification
The Use of Escape Room Game in Nursing Students' Learning About Parenteral Drug Administration.
This study was conducted as a randomized controlled experimental design with a pretest-posttest control group in order to determine the effect of the education given to nursing students with the escape room game on the students'…
- Trial name
- NCT05644015
- Testing
- escape room game
- Where
- Turkey (Türkiye)
- Volunteers
- 72 people, healthy volunteers welcome
- Sponsor
- Sakarya University
Pediatric Asthma, Chronic Respiratory Diseases
Clinical and Autonomic Efficacy of Digital-Gamified Diaphragmatic Training in Pediatric Pulmonary Rehabilitation
Adherence to traditional pediatric pulmonary rehabilitation exercises is often low due to their repetitive nature, leading to poor respiratory outcomes.
- Conditions
- Pediatric Asthma, Chronic Respiratory Diseases, Obstructive Airway Disease
- Trial name
- NCT07765264
- Testing
- Digital-Gamified Diaphragmatic Training (DGDT), Standard Mechanical Incentive Spirometer
- Where
- Egypt
- Volunteers
- 170 people
- Sponsor
- Delta University for Science and Technology
Students, Nursing
Gamified Infection Control Education for Nursing Students: Effects on Self-Efficacy, Motivation, and Learning Outcomes
Infection control is a critical component of nursing education, ensuring the safety of patients and healthcare workers. Gamification, which integrates game-based principles into educational activities, has emerged as a promising…
- Trial name
- NCT06786806
- Testing
- Gamified Infection Control Education Program, Traditional Lecture-Based Instruction
- Where
- Turkey (Türkiye)
- Volunteers
- 60 people, healthy volunteers welcome
- Sponsor
- Lokman Hekim University
Cancer Education, Health Equity
BINGO: Bridging Knowledge, Increasing Awareness
The U.S. population is becoming more diverse, but minority groups are still significantly underrepresented in cancer clinical trials. This disparity limits our understanding of how treatments work across different populations.
- Trial name
- NCT06504407
- Testing
- Bingo Educational Game
- Where
- United States
- Volunteers
- 54 people, healthy volunteers welcome
- Sponsor
- Milton S. Hershey Medical Center
Dementia Alzheimers
ImGTS for Patients With Behavioral and Psychological Symptoms of Dementia
The proposed research project aims to answer the question "Are immersive technology systems effective in the management and treatment of patients with BPSD?".
- Trial name
- NCT05265182
- Testing
- virtual reality
- Where
- Philippines
- Volunteers
- 30 people, healthy volunteers welcome
- Sponsor
- Augmented eXperience E-health Laboratory
Parkinson Disease
Title: A Multimodal Exercise Program With Gamification for Parkinson Disease (MEP+G)
In this pilot study the research will explore whether exercises and the outcome measures would be acceptable to conduct a more detailed research study.
- Trial name
- (MEP+G) (NCT06538298)
- Testing
- Multimodal Exercise Program with Gamification
- Where
- United States
- Volunteers
- 50 people
- Sponsor
- California State University, Northridge
Chemotherapy, Sun Protection
Effect of Gamified Sun Protection Education Provided to Chemotherapy Patients
Chemotherapy may cause photosensitivity and other skin reactions that can negatively affect patients' comfort, quality of life, and adherence to treatment.
- Conditions
- Chemotherapy, Sun Protection, Self Efficacy, Oncology Patients
- Trial name
- NCT07812532
- Testing
- Gamified education
- Where
- Turkey (Türkiye)
- Volunteers
- 54 people
- Sponsor
- Lokman Hekim University
Gamification
Educational Escape Room Game and Nursing Students
This study will be conducted to determine the effect of educational escape room teaching on nursing students' skills in calculating intravenous drug dosage and applying fluid therapy.
- Trial name
- NCT06451926
- Testing
- Escape room game
- Where
- Turkey (Türkiye)
- Volunteers
- 120 people, healthy volunteers welcome
- Sponsor
- Şırnak Üniversitesi