NCT06522425

Brief Summary

The purpose of this study is to evaluate the usability of a mindfulness-based serious game developed for pediatric and adolescent patients who require pain management during their disease treatment. We conducted usability evaluations targeting both professional and user groups. Both groups experienced the mindfulness-based serious game and then participated in a usability survey and interview.

Trial Health

87
On Track

Trial Health Score

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

Enrollment
19

participants targeted

Target at below P25 for not_applicable

Timeline
Completed

Started Nov 2023

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

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

November 2, 2023

Completed
27 days until next milestone

Primary Completion

Last participant's last visit for primary outcome

November 29, 2023

Completed
7 months until next milestone

Study Completion

Last participant's last visit for all outcomes

June 17, 2024

Completed
1 month until next milestone

First Submitted

Initial submission to the registry

July 22, 2024

Completed
4 days until next milestone

First Posted

Study publicly available on registry

July 26, 2024

Completed
Last Updated

July 26, 2024

Status Verified

July 1, 2024

Enrollment Period

27 days

First QC Date

July 22, 2024

Last Update Submit

July 22, 2024

Conditions

Keywords

Pain Management, Mindfulness, Serious Game

Outcome Measures

Primary Outcomes (1)

  • Usability Evaluation of the Mindfulness-Based Serious Game

    The usability of the mindfulness-based serious game will be measured using the Mobile Application Rating Scale (MARS) and its user version (uMARS). These scales assess the app's engagement, functionality, aesthetics, information, subjective quality and app-specific quality.

    Immediately post-intervention

Secondary Outcomes (1)

  • Qualitative Feedback from Interviews

    Immediately post-intervention

Study Arms (2)

professionals

EXPERIMENTAL

This arm includes 9 professionals (including medical staff, child development specialists, and psychologists). All participants will use the mindfulness-based serious game designed for pain management and will complete usability surveys and participate in interviews to provide feedback on their experience.

Other: mindfulness-based serious games

Users(pediatric patients)

EXPERIMENTAL

This arm includes 10 users (pediatric patients aged 5-17 years who are taking adjuvant analgesics or narcotic/non-narcotic analgesics for pain control). All participants will use the mindfulness-based serious game designed for pain management and will complete usability surveys and participate in interviews to provide feedback on their experience.

Other: mindfulness-based serious games

Interventions

The intervention consists of a single session using a digital serious game designed to teach mindfulness techniques for pain management. In addition to explaining mindfulness concepts, the game provides a variety of mindfulness exercises to help users manage and reduce pain perception. For example, it involves relaxation through breathing or becoming aware of the state of one's body and mind. Additionally, it includes various interaction elements such as touch, voice, and motion controls to increase user immersion.

Users(pediatric patients)professionals

Eligibility Criteria

Age5 Years - 17 Years
Sexall
Healthy VolunteersNo
Age GroupsChild (0-17)

You may qualify if:

  • Pediatric patients aged 5-17 years.
  • Currently taking adjuvant analgesics or narcotic/non-narcotic analgesics for pain control.
  • Able to provide voluntary assent and have parental/guardian consent.

You may not qualify if:

  • Diagnosed with a psychiatric disorder characterized by psychotic features.
  • Have visual or auditory impairments that would make it difficult to understand and play the game.
  • Professionals
  • Medical staff specializing in pediatric care or individuals with a doctoral degree in child development or psychology
  • Able to provide voluntary informed consent.
  • Have visual or auditory impairments that would make it difficult to understand and play the game.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Samsung Medical Centre

Seoul, 06351, South Korea

Location

MeSH Terms

Conditions

Chronic PainAgnosia

Condition Hierarchy (Ancestors)

PainNeurologic ManifestationsSigns and SymptomsPathological Conditions, Signs and SymptomsPerceptual DisordersNeurobehavioral ManifestationsNervous System Diseases

Study Officials

  • Meong hi Son

    Samsung Medical Center

    PRINCIPAL INVESTIGATOR

Study Design

Study Type
interventional
Phase
not applicable
Allocation
NON RANDOMIZED
Masking
NONE
Purpose
OTHER
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

July 22, 2024

First Posted

July 26, 2024

Study Start

November 2, 2023

Primary Completion

November 29, 2023

Study Completion

June 17, 2024

Last Updated

July 26, 2024

Record last verified: 2024-07

Locations