NCT06612489

Brief Summary

Consistent pain affects most middle-aged and older ovarian cancer patients. Non-pharmacological pain interventions, such as serious games, offer a promising approach to alleviating this pain by providing an effective sense of immersion. However, current games on the pain alleviation lack examination of its efficacy in middle-aged and older population and real-time monitoring of immersion level, particular since immersion level is highly associated with pain alleviation effect and adjustable to challenging level of game difficulty. This study developed a serious game with biofeedback-driven dynamic difficulty. Then examined its feasibility and efficacy through a two-arm, single-blinded randomized controlled trial. A total of 52 participants were recruited and randomized into intervention group and control group to receive biofeedback-based dynamic-difficulty serious game or fix-difficulty serious game for 15 mins each, respectively. The primary outcome was the assessment of the pain level, measured using the Visual Analog Scale. The secondary outcomes included pain-related anxiety, immersion level, and user experience.

Trial Health

87
On Track

Trial Health Score

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

Enrollment
52

participants targeted

Target at P25-P50 for not_applicable

Timeline
Completed

Started Aug 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

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

Study Start

First participant enrolled

August 1, 2023

Completed
1 month until next milestone

Primary Completion

Last participant's last visit for primary outcome

September 1, 2023

Completed
4 months until next milestone

Study Completion

Last participant's last visit for all outcomes

January 1, 2024

Completed
5 months until next milestone

First Submitted

Initial submission to the registry

June 13, 2024

Completed
3 months until next milestone

First Posted

Study publicly available on registry

September 25, 2024

Completed
Last Updated

September 25, 2024

Status Verified

September 1, 2024

Enrollment Period

1 month

First QC Date

June 13, 2024

Last Update Submit

September 21, 2024

Conditions

Outcome Measures

Primary Outcomes (1)

  • Pain level

    Patients' pain perception was assessed using the Visual Analog Scale (VAS), a widely accepted tool in clinical settings due to its convenience and ease of understanding. The VAS employs a 10-scale ruler from 1 to 10 with a movable marker, where higher number indicating a more severe level of pain. Patients are instructed to place the marker on the ruler at the point that corresponds to their current level of pain.

    15 mins

Secondary Outcomes (2)

  • Pain related anxiety

    15 mins

  • Immersion level

    15 mins

Other Outcomes (1)

  • User experience

    15 mins

Study Arms (2)

Intervention group

EXPERIMENTAL

The intervention consist of 26 participants using biofeedback based dynamic-difficulty game for 15 mins each.

Device: biofeedback based dynamic-difficulty game

Control group

OTHER

Twenty six participants in the control group played a serious game with a fixed difficulty level for 15 mins each

Device: fixed difficulty game

Interventions

A biofeedback based dynamic-difficulty serious game rooted in distraction therapy.

Intervention group

A fixed difficulty serious game rooted in distraction therapy.

Control group

Eligibility Criteria

Age45 Years+
Sexfemale
Healthy VolunteersNo
Age GroupsAdult (18-64), Older Adult (65+)

You may qualify if:

  • Meeting the diagnostic standards established by the International Association for the Study of Pain (IASP) and having a pain severity level between 3 and 6 (classified as mild to moderate) at the time of enrollment,
  • Diagnosed with ovarian caner
  • Demonstrating clear cognitive and expressive abilities,
  • Being aged 45 or older,
  • Providing voluntary consent after fully understanding the study's objectives.

You may not qualify if:

  • Individuals with a history of mental illness or communication disorders,
  • Those experiencing vision or cognitive impairments,
  • Individuals undergoing pain medication treatment during the intervention period.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Jianan Zhao

Shanghai, Shanghai Municipality, 200021, China

Location

MeSH Terms

Conditions

Cancer Pain

Condition Hierarchy (Ancestors)

PainNeurologic ManifestationsSigns and SymptomsPathological Conditions, Signs and Symptoms

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
SINGLE
Who Masked
INVESTIGATOR
Purpose
TREATMENT
Intervention Model
PARALLEL
Model Details: The intervention product consists of a serious game designed to facilitate digitalized distraction therapy, integrated with a wearable device that monitors the user's real-time immersion level. The serious game is presented as a mobile game where users must consistently identify target elements following a specific rhythm to achieve a distraction effect. The game theme, centered around fishing and music, was chosen to align with the hobbies of the target population. Design elements were carefully selected based on age-friendly design criteria from previous research.The wearable device features the TGAM chip as its central component, which captures electroencephalogram (EEG) signals from the patients and processes them to derive an immersion level score.
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Principal Investigator

Study Record Dates

First Submitted

June 13, 2024

First Posted

September 25, 2024

Study Start

August 1, 2023

Primary Completion

September 1, 2023

Study Completion

January 1, 2024

Last Updated

September 25, 2024

Record last verified: 2024-09

Locations