Improving Social Cognition for Adults With ASD by the Serious Game JeStiMulE Versus Controls
1 other identifier
interventional
30
1 country
3
Brief Summary
The serious game "JeStiMulE" (Educational Game for Multisensory Stimulation of Children with developmental disorders), developed by the Autism Resources Center of Nice, was created to teach social cognition including emotion recognition in context, for children and adolescents with autism. In a previous study, JeStiMulE has demonstrated efficacy in a population of young people aged 6-17 years old with high and low levels of autism. According to the recommendations of the 2011 HAS, disorders of social interactions are the most persistent troubles of the autistic triad in life. It seems essential to us to be able to offer young adults with autism, rehabilitation methods adapted to their trouble, and to observe whether JeStiMulE could be one of them. This study researches the effectiveness of the serious game JeStiMulE in the improvement social cognition for adults with autism versus controls. The main goal is: \- Comparing the improvement in social cognition among adults with autism using the serious game JeStiMulE or not. Two groups will be formed: a first one of fifteen adults with a diagnosis of autism objectified, this group will use JeStiMulE and will be compared to a control group of adults with autism, using another video game, not aimed to improve social cognition. The objective of JeStiMulE players will be ending the game after a learning period and two playing periods (with emotional words and idioms, including three modules each). The groups will be matched with their nonverbal IQ through Raven matrices and visual memory tasks (WAIS). The control group will also be stimulated through a video game, not specialized in improving social cognition. The primary outcome will be assessed by the emotion recognition at the FEEST of Ekman test: by the number of emotions recognized on faces, compared to the number of emotion presented through this test. The secondary outcomes will be:
- The rest of social cognition improvement by several tests (the theory of mind with the score of the Tom-15, the intention with the score Sarfati cartoons, empathy with a self-administered questionnaire: EQ / AQ).
- The impact on the quality of life, verbal fluency of emotional words, and the feedback from JeStiMulE players will also be seen as a secondary outcome.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for not_applicable
Started Sep 2015
Typical duration for not_applicable
3 active sites
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
September 22, 2015
CompletedFirst Submitted
Initial submission to the registry
September 29, 2015
CompletedFirst Posted
Study publicly available on registry
October 6, 2015
CompletedPrimary Completion
Last participant's last visit for primary outcome
September 20, 2016
CompletedStudy Completion
Last participant's last visit for all outcomes
September 20, 2017
CompletedJuly 31, 2018
July 1, 2018
12 months
September 29, 2015
July 27, 2018
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
Change of Emotion recognition
assessed by the emotion recognition at the FEEST of Ekman test: by the number of emotions recognized on faces, compared to the number of emotion presented through this test.
Comparaison at 4 weeks to baseline
Secondary Outcomes (4)
Change of Social cognition
Comparaison at 4 weeks to baseline
Change of impact on quality of life
Comparaison at 4 weeks to baseline
Impact on the verbal fluency of emotional words (number of words emitted perminute)
Comparaison at 4 weeks to baseline
Feedback from JeStiMulE players
Comparaison at 4 weeks to baseline
Study Arms (2)
serious game JeStiMulE
EXPERIMENTAL* Evaluation of the social cognition for adults with autism. * The objective of the players of JeStiMulE (Educational Game for Multisensory Stimulation of Children with developmental disorders) will be to end the game after a period of learning and two periods of game (with emotional words and with idiomatic expressions understanding each three modules). The session ends when the module is carried out, what corresponds approximately at 1 am by module, that is 6 sessions of game. * Evaluation of the social cognition for adults with autism.
control video game
PLACEBO COMPARATOR* Evaluation of the social cognition for adults with autism. * The objective of the players of the control video game will be to play 6 sessions of one hour. * Evaluation of the social cognition for adults with autism.
Interventions
The objective of JeStiMulE players will be ending the game after a learning period and two playing periods (with emotional words and idioms, which include three modules each). The session ends when the module is completed, which is approximately one hour per module, or 6 sessions of play.
The patients will play 6 sessions of one hour with the control video game
Eligibility Criteria
You may qualify if:
- Subjects from 18 to 40 years old.
- Diagnosis of autism according to the diagnostic criteria of the DSM 5
- Cognitive level estimated by the matrices of Raven \> 6 years amount age
- Compatible verbal level with the realization of the neurocognitive tests estimated by the verbal indication of understanding of the WAIS
- Legal Subjects or guardian having given their informed consent and written;
- Subjects affiliated to the Social Security.
You may not qualify if:
- The subjects with unbalanced epilepsy
- The pregnant women
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- Fondation Lenvallead
Study Sites (3)
Fondation Lenval
Nice, 06200, France
Hôpital Pasteur - CHU de Nice
Nice, 06300, France
Hôpital psychiatrique de Sainte marie
Nice, 06300, France
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Sylvie SERRET, MD
Fondation Lenval
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- OUTCOMES ASSESSOR
- Purpose
- OTHER
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
September 29, 2015
First Posted
October 6, 2015
Study Start
September 22, 2015
Primary Completion
September 20, 2016
Study Completion
September 20, 2017
Last Updated
July 31, 2018
Record last verified: 2018-07