NCT06181747

Brief Summary

Our aim was to describe the development and usability of a mobile device-based game therapy software for ADHD.

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
110

participants targeted

Target at P50-P75 for not_applicable

Timeline
Completed

Started Mar 2023

Shorter than P25 for not_applicable

Geographic Reach
1 country

2 active sites

Status
completed

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

March 1, 2023

Completed
2 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

May 5, 2023

Completed
5 days until next milestone

Study Completion

Last participant's last visit for all outcomes

May 10, 2023

Completed
7 months until next milestone

First Submitted

Initial submission to the registry

December 1, 2023

Completed
25 days until next milestone

First Posted

Study publicly available on registry

December 26, 2023

Completed
Last Updated

March 1, 2024

Status Verified

November 1, 2023

Enrollment Period

2 months

First QC Date

December 1, 2023

Last Update Submit

February 29, 2024

Conditions

Outcome Measures

Primary Outcomes (1)

  • Continuous Performance Test, CPT

    CPT software is one of the commonly used tools for examining attention and is a computer-assisted information processing test with objective results, independent of supervisors, and is the most widely used experimental paradigm in current research. The CPT paradigm adopted in this study is the presence of a white boxed area on a black background on the calculator screen, with white squares randomly appearing above or below the white boxed area, requiring the target stimulus to be a right mouse button press when the square appears below it.

    baseline and post (an average of 30days after baseline)

Secondary Outcomes (5)

  • Swanson Nolan, and Pelham-IV rating scales, SNAP-IV

    baseline and post (an average of 30days after baseline)

  • Strengths and Difficulties Questionnaire, SDQ

    baseline and post (an average of 30days after baseline)

  • Behavior Rating Inventory of Executive Function, BRIEF

    baseline and post (an average of 30days after baseline)

  • Anti-saccade task

    baseline and post (an average of 30days after baseline)

  • Delay-saccade task

    baseline and post (an average of 30days after baseline)

Study Arms (2)

ADHD group

EXPERIMENTAL

Participants are required to engage in game training at home for 5 days per week, with each session lasting 20-25 minutes. The game is equipped with anti-addiction measures, limiting the maximum daily game time to 30 minutes. Participants will adjust their game training based on their own abilities, and as the training progresses, the game will adaptively adjust the difficulty level and change levels accordingly.

Device: a serious mobile device-based game prototype (Save the Muse Home)

healthy control group

EXPERIMENTAL

Participants are required to engage in game training at home for 5 days per week, with each session lasting 20-25 minutes. The game is equipped with anti-addiction measures, limiting the maximum daily game time to 30 minutes. Participants will adjust their game training based on their own abilities, and as the training progresses, the game will adaptively adjust the difficulty level and change levels accordingly.

Device: a serious mobile device-based game prototype (Save the Muse Home)

Interventions

The cognitive impairment corresponding to the symptoms, which we are interested in, focuses on executive inhibition, motor inhibition, sustained attention, selective attention, working memory, and planning ability. The training content will be presented in different scenarios as effective training components. The story line of the warrior breakthrough runs through the whole game, each level is adapted according to the functional damage areas of different patients, and each level involves reward and punishment mechanisms to keep the interest of the players, the difficulty gradient of each level is kept moderate, and the game includes design elements such as space, time, object attributes, actions, rules, skills, and probabilities, etc., which ultimately completes Save the Muse Home, a serious game for the treatment of ADHD.

ADHD grouphealthy control group

Eligibility Criteria

Age6 Years - 12 Years
Sexall
Healthy VolunteersYes
Age GroupsChild (0-17)

You may qualify if:

  • ADHD-a. Age between 6-12 years, any gender.
  • ADHD-b. Outpatient patients diagnosed with ADHD according to the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) criteria.
  • ADHD-c. Patients and/or their guardians willing to participate in the study and provide informed consent. Participants aged 8 and above should also sign a child's informed consent form.
  • HC. The control group of healthy participants are recruited from a secondary school in Nanjing, matching the age and gender of the ADHD group.

You may not qualify if:

  • a. Neurodevelopmental disorders such as cerebral palsy, epilepsy, adrenoleukodystrophy, and other similar conditions.
  • b. Severe mental disorders including tic disorders, autism spectrum disorders, intellectual disability, schizophrenia, bipolar disorder, depressive disorders, specific learning disorders, and other significant psychiatric conditions.
  • c. Individuals exhibiting ADHD-like symptoms due to hearing impairments.
  • d. Requirement of any central nervous system medication (including both traditional and Western medicine as well as dietary supplements) such as antipsychotics or antidepressants at any stage of the study.
  • e. Patients who have received systematic treatment with two different categories of ADHD medications without improvement.
  • f. Individuals with color blindness or any other condition that would prevent proper use of the software.
  • g. History of or current gaming addiction.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (2)

Nanjing Normal University

Nanjing, Jiangsu, China

Location

Institute of Psychology, Chinese Academy of Sciences

Beijing, China

Location

Related Publications (1)

  • Luo J, Li F, Wu Y, Liu X, Zheng Q, Qi Y, Huang H, Xu G, Liu Z, He F, Zheng Y. A mobile device-based game prototype for ADHD: development and preliminary feasibility testing. Transl Psychiatry. 2024 Jun 10;14(1):251. doi: 10.1038/s41398-024-02964-2.

MeSH Terms

Conditions

Attention Deficit Disorder with Hyperactivity

Condition Hierarchy (Ancestors)

Attention Deficit and Disruptive Behavior DisordersNeurodevelopmental DisordersMental Disorders

Study Officials

  • Zhengkui Liu, Ph.D.

    Institute of Psychology, Chinese Academy of Sciences

    PRINCIPAL INVESTIGATOR

Study Design

Study Type
interventional
Phase
not applicable
Allocation
NON RANDOMIZED
Masking
TRIPLE
Who Masked
PARTICIPANT, CARE PROVIDER, OUTCOMES ASSESSOR
Purpose
TREATMENT
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

December 1, 2023

First Posted

December 26, 2023

Study Start

March 1, 2023

Primary Completion

May 5, 2023

Study Completion

May 10, 2023

Last Updated

March 1, 2024

Record last verified: 2023-11

Data Sharing

IPD Sharing
Will not share

Locations