Clinical trials: Gaming
Stroke
Utilizing Gaming Mechanics to Optimize Telerehabilitation Adherence in Persons With Stroke
This trial studies the impact of motivational strategies designed by the gaming industry on adherence to a home tele-rehabilitation program designed to improve hand function in persons with stroke.
- Trial name
- NCT03985761
- Testing
- Home Telerehabilitation using HoVRS
- Where
- United States
- Volunteers
- 33 people
- Sponsor
- Rutgers, The State University of New Jersey
Stroke
Effect of Constraint-Induced Gaming Therapy in an Acute Care Setting
Current protocols for therapy on a rehabilitation unit call for intensive rehabilitation composed of high intensity, long duration therapy.
- Trial name
- CIT (NCT03578536)
- Testing
- Recovery Rapids
- Where
- United States
- Volunteers
- 3 people
- Sponsor
- VA Office of Research and Development
Recurrent Low Back Pain
Mixed Reality Gaming for Chronic Low Back Pain
Mixed Reality Gaming for Chronic Low Back Pain
- Trial name
- NCT03603028
- Testing
- Exergaming
- Where
- United States
- Volunteers
- 13 people
- Sponsor
- University of Alabama at Birmingham
Internet Gaming Disorder
Reducing Internet Gaming
The fifth revision of the Diagnostic and Statistical Manual for Mental Disorders includes in its research appendix a potential new diagnosis-Internet gaming disorder.
- Trial name
- NCT02726880
- Testing
- Behavioral therapy, Referral for care
- Where
- United States
- Volunteers
- 36 people
- Sponsor
- UConn Health
Autism Spectrum Disorder
Effect of Virtual Reality-based Training on Balance and Walking in Youth With Autism Spectrum Disorder
The goal of this clinical trial is to assess the effect of short-term (3 days/week for 2 weeks) Virtual Reality (VR) active video gaming intervention on static and dynamic balance, versus traditional balance training exercises…
- Trial name
- NCT06023563
- Testing
- Virtual reality active video gaming using Nintendo switch sports, Standard physical therapy balance exercises
- Where
- United States
- Volunteers
- 13 people
- Sponsor
- Indiana University
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
Scoliosis
A Postural Study Comparing Sitting on the Floor Versus Sitting in a Chair While Playing Video Games.
To determine if sitting in a chair or sitting on the floor lends itself to better posture while playing video games.
- Trial name
- NCT01163955
- Testing
- Time to fatigue
- Where
- United States
- Volunteers
- 56 people, healthy volunteers welcome
- Sponsor
- Glinn and Giordano Physical Therapy
Pediatric Obesity
Exergaming for Health: Impact of a Community-Based Active Video Gaming Curriculum in Pediatric Weight Management
Evaluation of the effectiveness of Exergaming for Health, a community-based multifaceted weight management program in a randomized controlled trial (RCT). Primary objective: to assess impact of the program on BMI z-scores.
- Trial name
- NCT02436330
- Testing
- Exergaming, Didactic health teaching
- Volunteers
- 84 people
- Sponsor
- University of Illinois at Chicago
Stroke, Hemiparesis
Effectiveness of Virtual Reality Gaming Therapy Versus CI Therapy for Upper Extremity Rehabilitation
The current proposal aims to conduct a multi-site randomized controlled trial comparing virtual-reality gaming delivery of Constraint Induced Movement therapy (CI therapy) with (1) traditional clinic-based CI therapy of equal…
- Trial name
- NCT02631850
- Testing
- Traditional CI Therapy, Gaming CI Therapy, Gaming CI Therapy with Additional Contact via Video Conference
- Where
- 5 sites in United States
- Volunteers
- 193 people
- Sponsor
- Ohio State University
Stroke
The Feasibility, Usability, and Acceptability of Using the Oculus™ Virtual Reality Gaming Technology in Stroke Survivors for Upper Extremity and Cognitive Rehabilitation
The purpose of this study is to test the (a) feasibility, (b) usability, and (c) acceptability of using the Oculus Virtual Reality (VR) for chronic stroke survivors who have mild-moderate cognitive and unilateral arm impairment…
- Trial name
- NCT05672628
- Testing
- Oculus VR
- Where
- United States
- Volunteers
- 32 people
- Sponsor
- The University of Texas Health Science Center, Houston
Internet Gaming Disorder
A Psychotherapy Development Study for Internet Gaming
The fifth edition of the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) introduces Internet Gaming disorder (IGD) as a Substance-Related and Addictive Disorder in Section 3, Conditions for Further Study.
- Trial name
- NCT03220581
- Testing
- Referral for care, Behavioral therapy
- Where
- United States
- Volunteers
- 60 people
- Sponsor
- UConn Health
Sickle Cell Disease
Gaming Technology to Engage Adolescent Sickle Cell Patients in Pain Management
Sickle cell disease (SCD) is a common genetic disorder characterized by episodes of pain, yet assessments to identify type, intensity, frequency, and phase of pain among SCD adolescents is lacking.
- Trial name
- NCT03291613
- Testing
- Pinpoint App
- Where
- 2 sites in United States
- Volunteers
- 13 people, healthy volunteers welcome
- Sponsor
- Klein Buendel, Inc.
Chronic Low Back Pain, Fear of Pain
The VIGOR Study - Virtual Immersive Gaming to Optimize Recovery in Low Back Pain
This study will measure the effects of interactive, whole-body video games on movement behavior in people with chronic low back pain.
- Conditions
- Chronic Low Back Pain, Fear of Pain, Fear of Injury
- Trial name
- VIGOR (NCT03463824)
- Testing
- Experimental Group 1, Experimental Group 2
- Where
- United States
- Volunteers
- 154 people
- Sponsor
- Virginia Commonwealth University
Amblyopia, Ocular Motility Disorders
A New Approach to Vision Therapy Based on Naturalistic 3-D Computer Gaming
The research team will execute two concurrent studies within a common framework. The first will compare iCare to standard of care occlusion therapy (patching) for amblyopia in patients ages 4 to 18 (inclusive).
- Trial name
- ICARE (NCT03066063)
- Testing
- iCare, Amblyopia standard of Care, CI standard of Care
- Where
- United States
- Volunteers
- 92 people
- Sponsor
- Barron Associates, Inc.
Vestibular Disorder, Balance; Distorted
Individualized Vestibular Rehabilitation for Elderly With Self-Management and Gaming Elements
The aim of this study is to test whether when using the Vestibular Rehabilitation App older patients perform rehabilitation in a similar manner as when directly instructed by a clinician.
- Conditions
- Vestibular Disorder, Balance; Distorted, Vestibular Diseases
- Trial name
- NCT05436067
- Testing
- Vestibular rehabilitation app, Traditional Physical Therapy
- Where
- United States
- Volunteers
- 40 people
- Sponsor
- CFD Research Corporation
Cerebral Palsy
Physical and Social Benefits of Multi-Player Interactive Computer Play Games in Youth With Cerebral Palsy
As children with cerebral palsy (CP) become teenagers, they experience a decrease in their physical function and mobility. Decreased mobility leads to increased social isolation for the teens and impacts negatively on their…
- Trial name
- NCT01901211
- Testing
- Exergaming Intervention
- Where
- Canada
- Volunteers
- 11 people
- Sponsor
- Holland Bloorview Kids Rehabilitation Hospital
MSM, PrEP
A Multilevel Gaming Intervention for Persons on PrEP
This study will develop and test a novel, smartphone based gaming intervention to improve adherence to medication to prevent HIV (known as Pre-exposure Prophylaxis, PrEP) and to decrease HIV risk behaviors among men who have sex…
- Conditions
- MSM, PrEP, HIV Risk
- Trial name
- NCT02611362
- Testing
- IMB Gaming Intervention
- Where
- United States
- Volunteers
- 82 people, healthy volunteers welcome
- Sponsor
- Rhode Island Hospital
COVID 19, Rehabilitation
Feasibility of a Tele-game-based Exercise (Tele-exergame) Program to Prevent Deconditioning in Hospitalized COVID-19 Patients
Conventional in-hospital mobility programs are challenging to deliver to hospitalized infected patients (e.g., COVID-19) due to infection risk to staff, staffing shortages, and potential exposure of other patients.
- Conditions
- COVID 19, Rehabilitation, Inpatient, Hospitalized
- Trial name
- NCT04743401
- Testing
- Tele-exergaming Tablet
- Where
- United States
- Volunteers
- 54 people
- Sponsor
- VA Office of Research and Development
Cardiovascular Disease, Obesity
STEP AND GO: A Study of Technology-based Exercise Promotion
The purpose of the study is to test an intervention that uses a mobile game to encourage increased physical activity among adults.
- Conditions
- Cardiovascular Disease, Obesity, Cancer, Diabetes
- Trial name
- NCT01953224
- Testing
- Game-based intervention, Smartphone
- Where
- United States
- Volunteers
- 40 people, healthy volunteers welcome
- Sponsor
- The University of Texas Medical Branch, Galveston
Sickle Cell Disease, Sickle Cell Anemia in Children
PINPOINT: Gaming Technology for SCD Pain
Sickle cell disease (SCD) is a common genetic disorder characterized by episodes of pain, yet programs to assist SCD adolescents with better identification and communication about pain are lacking.
- Conditions
- Sickle Cell Disease, Sickle Cell Anemia in Children, Sickle Cell Thalassemia, Sickle Cell SC Disease
- Trial name
- Pinpoint II (NCT04579926)
- Testing
- Pinpoint app
- Where
- 2 sites in United States
- Volunteers
- 24 people, healthy volunteers welcome
- Sponsor
- Klein Buendel, Inc.