- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT05796895
A Videogame Intervention for Children With Cancer
Development and Testing of a Videogame Intervention for Improving the Health-related Quality of Life (HrQOL) of Children With Cancer
Study Overview
Status
Conditions
Intervention / Treatment
Detailed Description
The prevalence of childhood malignancies has been rising worldwide. Chemotherapy and radiation cause severe side effects harming children's health-related quality of life (HRQOL) and causing symptom distress. Children who actively participate in their self-care make healthier choices for themselves. Several studies suggest that children engage better with digital health interventions (DHIs) and learn self-care quickly, consequently improving their health outcomes. Videogames are an example of evolving DHI to engage children and educate them about symptom management.
An exploratory sequential mixed methods design will be employed. In the first phase, the investigators conducted in-depth interviews with child-parent dyads to explore their experiences with cancer treatment and their preferences regarding the videogame's design. In the study's second phase, the investigators will work with clinical and digital health professionals to design the videogame based on the interview results. The investigators will conduct a Randomized Controlled Pilot and Feasibility Study (Pilot-RCT) in the third phase. The investigators will provide the intervention group's children access to a gaming application to teach children how to take care of themselves and manage symptoms associated with cancer treatment. Weekly WhatsApp messages on healthy behaviours will be sent to children in the attention control group.
Study Type
Enrollment (Anticipated)
Phase
- Not Applicable
Contacts and Locations
Study Contact
- Name: Sehrish Sajjad, MScN
- Phone Number: 5429 +92 21 34865429
- Email: sehrish.sajjad@aku.edu
Participation Criteria
Eligibility Criteria
Ages Eligible for Study
Accepts Healthy Volunteers
Genders Eligible for Study
Description
Inclusion Criteria:
- 8-18 years old
- Diagnosed with any type and stage of cancer within six months of the diagnosis.
- Receiving active treatment
- Can comprehend Urdu and/or English language
- Have access to an android smartphone/tablet for at least 30 minutes/day to play the video game (either they or their parents own a smartphone)
- Provide informed assent and their parents provide written permission/consent.
Exclusion Criteria:
- Severely or critically ill
- Admitted only for blood transfusion without a diagnosis of cancer
- Receiving palliative treatment.
- Have presence of any diagnosed sight, hearing, cognitive impairment, or upper limb deformity limiting them to play the videogame.
- If already playing any videogame having the same content
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Supportive Care
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: None (Open Label)
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
|
Experimental: Intervention Group
Children will be provided with the videogame through which we will teach them symptom management strategies.
|
Children will be provided with the videogame for eight weeks, through which they will be taught symptom management strategies.
Children and their parents will be telephoned every week by a nurse to inquire whether children performed the strategies taught to them and if they have any health concerns.
Children and parents can also call the nurse educator if they have any questions.
Their queries/concerns will be responded to by the nurse educator in consultation with the clinical health experts (doctors and nurses) in the research team.
|
|
Active Comparator: Attention Control Group
An attention control group will be used in this study for comparison with the intervention group.
Children of the attention control group will receive weekly WhatsApp messages on general health behaviours.
|
Children will be provided with weekly WhatsApp messages on healthy behaviors.
Children and their parents will be telephoned every week by a nurse to inquire whether they have any health concerns.
Children and parents can also call the nurse educator if they have any questions.
Their queries/concerns will be responded to by the nurse educator in consultation with the clinical health experts (doctors and nurses) in the research team.
|
What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Determine change in the Health-related Quality of Life (HRQOL) between study groups, from baseline at eight weeks, on the Pediatric Quality of Life Inventory Generic Core Scale (PedsQL 4.0).
Time Frame: Baseline, pre-intervention and eight weeks post-intervention
|
Children of both groups will be administered the Pediatric Quality of Life Inventory Generic Core Scale (PedsQL 4.0) at baseline and at eight weeks to assess the change in the Health-related Quality of Life (HRQOL).
The responses on individual items are recorded on a 5-point Likert scale (0 = never a problem to 4 = almost always a problem), and the scores are converted from 0 to 100.
The higher the score, the more favorable is the HrQOL.
|
Baseline, pre-intervention and eight weeks post-intervention
|
|
Determine change in the Health-related Quality of Life (HRQOL) between study groups, from baseline at eight weeks, on the Pediatric Quality of Life Inventory Cancer Module (PedsQL 3.0).
Time Frame: Baseline, pre-intervention and eight weeks post-intervention
|
Children of both groups will be administered the Pediatric Quality of Life Inventory Cancer Module (PedsQL 3.0) at baseline and at eight weeks to assess the change in the Health-related Quality of Life (HRQOL).The responses on individual items are recorded on a 5-point Likert scale (0 = never a problem to 4 = almost always a problem), and the scores are converted from 0 to 100.
The higher the score, the more favorable is the HrQOL.
|
Baseline, pre-intervention and eight weeks post-intervention
|
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Determine change in the Cancer Symptoms Frequency and Distress between study groups, from baseline at eight weeks, on the Memorial Symptom Assessment Scale Short Form (MSAS-SF).
Time Frame: Baseline, pre-intervention and eight weeks post-intervention
|
Children of both groups will be administered the Memorial Symptoms Assessment Scale Short Form at baseline and at eight weeks to assess the change in the symptom frequency and distress.
They will be asked to report the frequency (i.e.
rarely, occasionally, frequently, almost constantly) and distress (not at all, a little bit, somewhat, quite a bit, very much) of each symptom.
(Higher score indicates more distress and frequency).
|
Baseline, pre-intervention and eight weeks post-intervention
|
Other Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Patient-reported Acceptability and Satisfaction of the videogame intervention on the Acceptability E-scale.
Time Frame: Eight weeks post-intervention
|
Children of the intervention group will be administered Acceptability E-scale to assess the acceptability and satisfaction of the videogame intervention, on a Likert scale of 1 (very unacceptable and dissatisfying) to 5 (very acceptable and very satisfying).
|
Eight weeks post-intervention
|
|
Patient-reported Appropriateness of the videogame intervention assessed in qualitative interviews from the intervention group child-parent dyads.
Time Frame: Eight weeks post-intervention
|
The intervention group child-parent dyads will be interviewed qualitatively eight weeks after the intervention to share their experience with the videogame intervention.
Questions will be asked from them to explore appropriateness of the videogame intervention.
Similarly doctors and nurses from the oncology setting will be inquired about the appropriateness of the videogame intervention in a focus group discussion.
|
Eight weeks post-intervention
|
|
Cost of development of the videogame intervention as determined from the videogame development team.
Time Frame: Baseline, pre-intervention
|
The videogame development cost will be reported in Pakistani rupees.
|
Baseline, pre-intervention
|
|
Proportions of children recruited, refused to participate, and loss to follow-up along with their reasons of refusal to participate and loss to follow-up.
Time Frame: Eight weeks post-intervention
|
Proportions of children recruited, refused to participate, and loss to follow-up along with their reasons for refusal to participate and loss to follow-up in both groups will be reported, which will indicate the feasibility of the study.
|
Eight weeks post-intervention
|
|
Total game score obtained by the participants in the videogame.
Time Frame: Eight weeks post-intervention
|
The intervention group children's progress of the videogame as assessed via the total game score obtained will be reported.
|
Eight weeks post-intervention
|
Collaborators and Investigators
Sponsor
Study record dates
Study Major Dates
Study Start (Anticipated)
Primary Completion (Anticipated)
Study Completion (Anticipated)
Study Registration Dates
First Submitted
First Submitted That Met QC Criteria
First Posted (Actual)
Study Record Updates
Last Update Posted (Actual)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Keywords
Other Study ID Numbers
- 2022-6833-21251
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
This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.
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