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Trial Title:
A Videogame Intervention for Children With Cancer
NCT ID:
NCT05796895
Condition:
Cancer
Conditions: Keywords:
Childhood cancer
Videogame
Health-related Quality of Life
Mixed Methods
Low and Middle-Income Country
Study type:
Interventional
Study phase:
N/A
Overall status:
Not yet recruiting
Study design:
Allocation:
Randomized
Intervention model:
Parallel Assignment
Intervention model description:
There will be two groups in parallel. The first will be the intervention group in which
children will be provided with the videogame intervention for eight weeks. Children will
play the videogame and learn about symptom management strategies through the game tasks.
The children will complete the tasks, score points, and progress to the next game. The
videogame will be connected to a web-based portal through which the research team will
retrieve data regarding the progress of the children's gameplay.
Primary purpose:
Supportive Care
Masking:
None (Open Label)
Intervention:
Intervention type:
Behavioral
Intervention name:
Videogame
Description:
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.
Arm group label:
Intervention Group
Intervention type:
Behavioral
Intervention name:
WhatsApp
Description:
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.
Arm group label:
Attention Control Group
Summary:
The investigators aim to improve the quality of life and well-being of children with
cancer in low- and middle-income countries through a videogame intervention. In this
study, first, the investigators will identify common symptoms faced by children with
cancer during their cancer treatment and their parents. Based on what they share, the
investigators will develop a videogame to teach children how to manage their symptoms at
home. The investigators will provide the videogame intervention to a group of children
with cancer, and the other group will receive general Whatsapp messages to improve their
overall health. Through survey questions, the investigators will test the videogame
intervention from the first group of children to see whether their symptom distress
decreased and their quality of life improved. The investigators will also test the
videogame intervention for its usefulness, through interviews from children, their
parents, and healthcare providers.
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.
Criteria for eligibility:
Criteria:
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
Gender:
All
Minimum age:
8 Years
Maximum age:
18 Years
Healthy volunteers:
No
Start date:
May 2023
Completion date:
October 2024
Lead sponsor:
Agency:
Aga Khan University
Agency class:
Other
Source:
Aga Khan University
Record processing date:
ClinicalTrials.gov processed this data on November 12, 2024
Source: ClinicalTrials.gov page:
https://clinicaltrials.gov/ct2/show/NCT05796895