- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT06427148
Feasibility and Acceptability of Biofeedback-based Virtual Reality Game for Children
Golden Breath: Feasibility and Acceptability of Biofeedback-based Virtual Reality Game for Children
Study Overview
Status
Conditions
Intervention / Treatment
Detailed Description
Children's increasing interest in phones, tablets, and computer games has led to the integration of technological interventions in pediatric healthcare services. Innovations such as telemedicine, telerehabilitation, mobile health applications, virtual reality (VR), and mobile games provide easy and accessible ways to meet children's health needs. VR, in particular, has gained popularity as a technological intervention, with numerous studies evaluating its effectiveness during children's medical procedures. Research has shown that VR use during procedures like port catheter needle insertion significantly reduces pain and fear. Similarly, VR during venipuncture has been found to positively affect children's pain, fear, and anxiety levels.
In addition to VR, integrating biofeedback technologies into VR experiences has shown positive effects on children's psychosocial outcomes. Studies on biofeedback-based VR games highlight their anxiety-reducing effects. For instance, a biofeedback-based VR game was found to reduce anxiety in children, and a neurofeedback video game, MindLight, significantly lowered anxiety levels. Another study found that a biofeedback-based video game during venipuncture helped distract children from the painful procedure, reducing their pain levels.
Combining VR and biofeedback technologies is believed to enhance intervention outcomes. Biofeedback alone may provide overly abstract or complex visual feedback, while the increased interactivity of VR boosts user engagement. Effective attention capture and active participation are crucial for developing skills and ensuring consistency through these technologies. Biofeedback in VR helps users control their physiological parameters, which is particularly beneficial for children, who can be difficult to engage effectively. These technologies can serve as effective methods for distracting children during medical procedures.
Pediatric medical procedures often cause pain, fear, and anxiety, which can persist long after the procedure and complicate treatment adherence. Therefore, controlling pain, fear, and anxiety is extremely important. Recent analyses highlight the potential of VR and biofeedback-assisted interventions to alleviate emotional distress in children. Moreover, the rise in digital engagement encourages healthcare professionals to develop new approaches to support child health in clinical settings.
Study Type
Enrollment (Estimated)
Phase
- Not Applicable
Contacts and Locations
Study Contact
- Name: Eyşan Savaş
- Phone Number: 5068418841
- Email: eysansavas@gmail.com
Participation Criteria
Eligibility Criteria
Ages Eligible for Study
- Child
Accepts Healthy Volunteers
Description
Inclusion Criteria:
- Patients aged 4-12
- Applied to Koç University Hospital Pediatrics Outpatient Clinic
Exclusion Criteria:
- Children with a pain score <2 before the procedure
- Participants with previous experience with respiratory biofeedback in VR
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Supportive Care
- Allocation: N/A
- Interventional Model: Single Group Assignment
- Masking: None (Open Label)
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
---|---|
Experimental: Intervention
To evaluate the feasibility and safety of the GoldenBreath before and after the procedure, the researchers asked the children to report their fears about the procedure.
In addition, the children were asked to indicate the pain level they experienced, especially during the needle procedure.
Possible missing data, withdrawal from the trial, and intervention fidelity were monitored during this process.
Also, the children were monitored for fifteen minutes to see if they experienced any side effects related to the intervention.
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The biofeedback-assisted VR game "Golden Breath" that we presented in this study was designed to meet children's healthcare needs quickly and efficiently while reducing pain and fear during medical procedures in the pediatric population.
"Golden Breath" u
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What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
---|---|---|
Pain-Wong-Baker Pain Assessment Scale
Time Frame: immediately after the intervention
|
It is used to evaluate pain in children.
The scale consists of six facial expressions.
Facial expressions range from 0 points, "no pain-very happy" to 10 points, "unbearable pain-crying."
(Wong-Baker Foundation.
Home - wong-baker FACES foundation, 9.3.20.
https://wongbakerfaces.org/)
|
immediately after the intervention
|
Fear- Child Fear Scale
Time Frame: baseline and immediately after the intervention
|
The scale consists of five facial expressions.
In facial expressions, 0 indicates no fear, and 4 indicates severe fear (McKinley et al., 2008).
The Turkish validity and reliability of the Child Fear Scale were conducted by Gerçeker and her colleagues (Özalp Gerçeker et al., 2018).
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baseline and immediately after the intervention
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GoldenBreath Evaluation Form
Time Frame: During the development phase of the game
|
The form created by researchers using the literature to get feedback from children about GoldenBreath consists of eight questions.
It includes questions such as: Did you think the game was easy to play?
Was the game suitable in terms of content?
Was the sound level in the game appropriate?
Was it easy for you to follow the instructions in the game?
Was the use of the game sufficient in terms of time throughout the process?
Is there a feature you would like to add to the game?
Have you ever felt uncomfortable while playing the game?
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During the development phase of the game
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Mobile Application Usability Scale
Time Frame: During the development phase of the game
|
The scale was created by Hoehle (Hoehle, Aljafari, & Venkatesh, 2016), and its Turkish adaptation was made by Güler in 2019 (Güler, 2019).
This tool provides information about the colors, text styles, font sizes, transitivity, application management, etc., used in the mobile application.
It is used to evaluate the properties.
The scale is a 7-point Likert-type measurement tool and consists of a total of 40 questions.
In our study, it was used to obtain expert opinions.
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During the development phase of the game
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Collaborators and Investigators
Sponsor
Study record dates
Study Major Dates
Study Start (Estimated)
Primary Completion (Estimated)
Study Completion (Estimated)
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
Other Study ID Numbers
- EU
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
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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