Efficacy of Biofeedback-Based Serious Game for Pain Alleviation in Middle-Aged and Older Ovarian Cancer Patients: A Randomized Controlled Trial
Study Overview
Status
Status
Conditions
Conditions
Intervention / Treatment
Intervention / Treatment
Study Type
Study Type
Enrollment (Actual)
Enrollment
Phase
Phase
- Not Applicable
Contacts and Locations
Study Locations
-
-
Shanghai
-
Shanghai, Shanghai, China, 200021
- Jianan Zhao
-
-
Participation Criteria
Eligibility Criteria
Eligibility Criteria
Ages Eligible for Study
- Adult
- Older Adult
Accepts Healthy Volunteers
Description
Inclusion Criteria:
- Meeting the diagnostic standards established by the International Association for the Study of Pain (IASP) and having a pain severity level between 3 and 6 (classified as mild to moderate) at the time of enrollment,
- Diagnosed with ovarian caner
- Demonstrating clear cognitive and expressive abilities,
- Being aged 45 or older,
- Providing voluntary consent after fully understanding the study's objectives.
Exclusion Criteria:
- Individuals with a history of mental illness or communication disorders,
- Those experiencing vision or cognitive impairments,
- Individuals undergoing pain medication treatment during the intervention period.
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Treatment
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: Single
Number of Arms
Arms and Interventions
Participant Group / ArmParticipant Group / Arm |
Intervention / TreatmentIntervention / Treatment |
|---|---|
|
Experimental: Intervention group
The intervention consist of 26 participants using biofeedback based dynamic-difficulty game for 15 mins each.
|
A biofeedback based dynamic-difficulty serious game rooted in distraction therapy.
|
|
Other: Control group
Twenty six participants in the control group played a serious game with a fixed difficulty level for 15 mins each
|
A fixed difficulty serious game rooted in distraction therapy.
|
What is the study measuring?
Primary Outcome Measures
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Pain level
Time Frame: 15 mins
|
Patients' pain perception was assessed using the Visual Analog Scale (VAS), a widely accepted tool in clinical settings due to its convenience and ease of understanding.
The VAS employs a 10-scale ruler from 1 to 10 with a movable marker, where higher number indicating a more severe level of pain.
Patients are instructed to place the marker on the ruler at the point that corresponds to their current level of pain.
|
15 mins
|
Secondary Outcome Measures
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Pain related anxiety
Time Frame: 15 mins
|
The Psychological Assessment of the Symptoms of Pain (PASS) scale was used to evaluate patients' psychological states during painful episodes.
This scale consists of four subscales - cognition, avoidance, fear, and physiological anxiety - each containing five items, totaling 20 items.
Responses are rated on a 5-point Likert scale from 0 to 4, with higher scores indicating greater levels of pain-related anxiety and fear.
The PASS scale demonstrates good reliability and validity, providing a scientific means of assessing pain-related psychological distress.
|
15 mins
|
|
Immersion level
Time Frame: 15 mins
|
Immersion level was assessed using a combination of objective and subjective measures.
Physiological data on immersion level indicators were obtained through the wearable EEG device using the TGAM brainwave monitoring module, while subjective evaluation was conducted using the Attention Control Scale (ACS).
The ACS comprises two subscales: Attention Focus and Attention Shift.
This study utilized the Attention Shift subscale to measure improvements in patients' ability to shift attention after intervention.
Each item on the Attention Shift subscale was rated on a Likert scale ranging from 1 to 4, with higher scores denoting more frequent occurrences, thus shedding light on patients' attentional control capabilities and their aptitude to redirect focus.
|
15 mins
|
Other Outcome Measures
Other Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
User experience
Time Frame: 15 mins
|
The user experience of the game was evaluated using the short version of the User Experience Questionnaire (UEQ-S).
Participants provided ratings for each item on a 7-point scale, from -3 (negative) to 3 (positive).
Higher scores on each scale indicated a more favorable user experience in that dimension.
|
15 mins
|
Collaborators and Investigators
Sponsor
Sponsor
Collaborators
Collaborators
Study record dates
Study Major Dates
Study Start (Actual)
Study Start
Primary Completion (Actual)
Primary Completion
Study Completion (Actual)
Study Completion
Study Registration Dates
First Submitted
First Submitted
First Submitted That Met QC Criteria
First Submitted That Met QC Criteria
First Posted (Actual)
First Posted
Study Record Updates
Last Update Posted (Actual)
Last Update Posted
Last Update Submitted That Met QC Criteria
Last Update Submitted That Met QC Criteria
Last Verified
Last Verified
More Information
Terms related to this study
Additional Relevant MeSH Terms
Other Study ID Numbers
Other Study ID Numbers
- biofeedback based game
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
IPD Plan Description
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
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