Clinical trials: Gaming
Internet Gaming Disorder
Effect of Computer-Based Game and HIIT Towards Symptoms, Executive Function and Neuroplasticity in Teens with IGD
The goal of this clinical trial is to learn how effective a combined therapy of computer-based game and also high-intensity interval training (HIIT) physical exercise to improve the clinical symptoms, executive function and…
- Trial name
- NCT06582979
- Testing
- Computer-Based Game Therapy, High-Intensity Interval Training
- Where
- Indonesia
- Volunteers
- 44 people
- Sponsor
- Universitas Indonesia
Digital Game Addiction, Sleep Deprivation
School-Based Self-Regulation Intervention for Digital Game Addiction and Sleep Deprivation
This study evaluates the effectiveness of a school-based self-regulation intervention designed to reduce digital game addiction and sleep deprivation among adolescents aged 10-14 years.
- Conditions
- Digital Game Addiction, Sleep Deprivation, Problematic Digital Gaming, Adolescent Behavioral Health
- Trial name
- SRDGA (NCT07423689)
- Testing
- School-Based Self-Regulation Program
- Where
- 2 sites in Turkey (Türkiye)
- Volunteers
- 110 people, healthy volunteers welcome
- Sponsor
- Turkan Akyol Guner
Child Obesity
Using Video Gaming to Evaluate Front of Pack Labeling With Children
Regulated nutrition information is complex, using decimal places and percentages. Front of pack (FOP) labels provide simplified nutrition information on the front of packages.
- Trial name
- NCT03482336
- Testing
- Four FOP label designs
- Where
- United States
- Volunteers
- 80 people, healthy volunteers welcome
- Sponsor
- Michigan State University
Internet Gaming Disorder
A Cognitive Behavioral Therapy Intervention for Internet Gaming Disorder
This RCT study develops a brief group-based CBT intervention. The primary objective is to evaluate the efficacy of the CBT in reducing IGD, compare to a wait-list control group.
- Trial name
- NCT04257890
- Testing
- Cognitive behavioral therapy, Education material about IGD, Education material about CBT
- Where
- 6 sites in China, Hong Kong
- Volunteers
- 226 people
- Sponsor
- Chinese University of Hong Kong
Rett Syndrome
Technology-supported Motor Rehabilitation for People With Rett Syndrome
This study focuses on improving purposeful arm use while simultaneously reducing engagement in stereotypies. It is typically expected that the training period for this study will last about 6 months.
- Trial name
- TeMoRett (NCT07418905)
- Testing
- computer gaming
- Where
- United States
- Volunteers
- 14 people
- Sponsor
- Georgetown University
Traumatic Brain Injury, Balance Disorders
Xbox in the Rehabilitation of Chronic Traumatic Brain Injury
Traumatic brain injury is an extremely common disease, it counts 50.000 deaths and 235.000 hospitalizations every year. Functional consequences of an acquired brain injury have a considerable impact on quality of lives of…
- Conditions
- Traumatic Brain Injury, Balance Disorders, Attention Deficits
- Trial name
- NCT01883830
- Testing
- gaming therapy (Xbox), Dynamic balance platform (Biodex)
- Where
- Italy
- Volunteers
- 21 people
- Sponsor
- University Hospital of Ferrara
Physical Activity, Serious Game
BOOSTH: Serious Gaming in Combination With Physical Activity Promotion
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, Childhood Obesity, Overweight and Obesity
- Trial name
- NCT03435575
- Testing
- Boosth
- Where
- Netherlands
- Volunteers
- 52 people
- Sponsor
- Maastricht University Medical Center
Internet Gaming Disorder
High Working Memory Load to Reduce Internet Gaming Disorder (IGD) Cravings
To test whether high working memory load can effectively reduce the craving for IGD.
- Trial name
- NCT03868501
- Testing
- n-back task
- Where
- China
- Volunteers
- 30 people
- Sponsor
- Beijing Normal University
Digital Technology Use, Social Media Addiction
Improving Digital Wellbeing in Saudi Adolescents
Background: In Saudi Arabia, the rapid expansion of digital technology use-particularly among adolescents-has raised growing concerns about internet addiction and its impact on mental health and overall wellbeing.
- Conditions
- Digital Technology Use, Social Media Addiction, Internet Gaming Disorder
- Trial name
- NCT07344142
- Testing
- Digital Wellbeing Unit, Parent WhatsApp Groups, Online Teacher Training
- Where
- Saudi Arabia
- Volunteers
- 2,600 people, healthy volunteers welcome
- Sponsor
- Johns Hopkins Bloomberg School of Public Health
Cerebral Palsy
Telehealth Virtual Reality Gaming on Cardiometabolic Health Among Youth With Cerebral Palsy
The primary purpose of this study is to examine the preliminary efficacy of 12-weeks of home-based exercise using consumer available virtual reality gaming technology, compared with a 12 week wait-list control group.
- Trial name
- NCT05336227
- Testing
- Virtual Reality Exergaming
- Where
- United States
- Volunteers
- 32 people, healthy volunteers welcome
- Sponsor
- University of Alabama at Birmingham
Amblyopia
Patching or Gaming as Amblyopia Treatment?
Amblyopia affects 3% of the children and is caused by strabismus, anisometropia or both. Standard treatment is glasses and patching therapy. From North-America, behavioural training, i.e.
- Trial name
- NCT03767985
- Testing
- Dichoptic video game therapy, Occlusion therapy
- Where
- Netherlands
- Volunteers
- 124 people
- Sponsor
- Erasmus Medical Center
Neoplasms, Chemotherapy-induced Nausea and Vomiting
Serious Gaming for Chemotherapy-induced Nausea and Vomiting
The purpose of this study is to examine the effectiveness of a technology-based intervention for managing nausea and vomiting in older adults with cancer.
- Trial name
- NCT05838638
- Testing
- eSSET-CINV
- Where
- 2 sites in United States
- Volunteers
- 610 people
- Sponsor
- University of Central Florida
Ischemic Stroke
Efficacy of Virtual Reality Exercises in STroke Rehabilitation: A Multicentre Study (EVREST Multicentre)
A multicentre, randomized, two parallel group study comparing virtual reality using Wii gaming technology versus Recreational activities in patients receiving conventional rehabilitation after an ischemic stroke.
- Trial name
- NCT01406912
- Testing
- Recreational Activity, Wii Gaming System Arm
- Where
- 13 sites in Argentina, Brazil and 3 more
- Volunteers
- 141 people
- Sponsor
- Unity Health Toronto
Pathological Gambling, Internet Gaming Disorder
Treatment Study for Problematic Gaming and Gambling
The aim of the study is twofold: 1) to evaluate an Relaps Prevention(RP) treatment for Problematic Gaming (PG) and Internet Gaming Disorder (IGD) patients recruited from child and youth psychiatry (CAP) clinics and 2) to test…
- Trial name
- NCT05506384
- Testing
- Relaps Preventions Therapy, Treatment as usual
- Where
- Sweden
- Volunteers
- 160 people
- Sponsor
- Region Skane
Subacute Stroke, Acute Stroke
Feasibility of Video Gaming Technology for Arm Recovery Early Post-stroke
The investigators are investigating ways to incorporate new technologies that can enhance functional outcome after neurological insult into the patient recovery space.
- Trial name
- SMARTER (NCT06691880)
- Testing
- MindPod Dolphin VGT, Bimanual Arm Trainer VGT
- Where
- United States
- Volunteers
- 58 people
- Sponsor
- Johns Hopkins University
Evaporative Dry Eye
Impact of Tear Substitute Use on Dry Eye in Gamers.
Clinical, prospective, comparative, controlled, single-blind study, on the signs and symptoms of dry eye before and after 3 days of playing video games with the use of artificial tears (Hyabak) versus no intervention.
- Trial name
- HYAGAME (NCT05536661)
- Testing
- Preservative free hyaluronic acid artificial tear
- Where
- Spain
- Volunteers
- 56 people, healthy volunteers welcome
- Sponsor
- Laboratorios Thea, Spain
Healthy
Impact of AMATEA™️ on Physiological Measures and Gaming Performance in Active Gamers: a Placebo Controlled, Double-blind, Randomized Study
AMATEA™ is a patented dietary supplement consisting of a unique blend of caffeine and polyphenol antioxidants; standardized at 20% caffeine, 30% chlorogenic acids (similar to green coffee).
- Trial name
- NCT04234529
- Testing
- AMATEA™, Caffeine
- Where
- United States
- Volunteers
- 59 people, healthy volunteers welcome
- Sponsor
- University of Memphis
Internet Gaming Disorder
Collective Motivational Interviewing (CMI) for Adolescents With Internet Gaming Disorder
The present study examines the efficacy of CMI in reducing adolescent IGD symptoms and enhancing social support given by CSOs among adolescents with high risk of IGD (probable IGD cases screened positive by validated tools).
- Trial name
- NCT05917977
- Testing
- Collective Motivational Interviewing plus Education Materials, Control group (Education Materials)
- Where
- Hong Kong
- Volunteers
- 172 people
- Sponsor
- Hong Kong College of Technology
Internet Gaming Disorder, Light Therapy
Light Therapy for Internet Gaming Disorder
This project aims to investigate (1) the efficacy of light therapy on internet gaming disorder (IGD); (2) the underlying neural mechanisms of such efficacy
- Trial name
- NCT06165549
- Testing
- Light therapy, Emotion Bias Modification Training
- Where
- 2 sites in China
- Volunteers
- 104 people
- Sponsor
- Jinan University Guangzhou
Cognition, Mood
Investigation of the Acute Effects of Nepalese Pepper Extract (Zanthoxylum Armatum DC) on Cognitive Function, Mood and Gaming Performance in Young, Healthy, Competitive Gamers
The goal of this clinical trial is to learn if a Nepalese Pepper Extract (Zanthoxlum Armatum, ZA) supplement can improve cognitive performance and mental abilities in competitive gamers aged 16 to 34.
- Conditions
- Cognition, Mood, Gaming Performance, Fatigue
- Trial name
- NCT07047105
- Testing
- Nepalese Pepper (Zanthoxylum Armatum) extract 150mg, Nepalese Pepper (Zanthoxylum Armatum) extract 300mg, Caffeine 75mg
- Where
- United Kingdom
- Volunteers
- 57 people, healthy volunteers welcome
- Sponsor
- Northumbria University