NCT07156942

Brief Summary

This clinical study is testing whether a short, story-based digital game played during dialysis can help improve the health and well-being of patients receiving hemodialysis. The researchers believe that using a digital game with an engaging storyline may help reduce anxiety, increase knowledge about healthy eating, and encourage patients to better follow their treatment plans. The main hypothesis is that this interactive game will lead to lower anxiety levels, better understanding of dietary rules, and higher treatment adherence compared to standard care alone.

Trial Health

87
On Track

Trial Health Score

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

Enrollment
40

participants targeted

Target at P25-P50 for not_applicable

Timeline
Completed

Started Mar 2025

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

March 1, 2025

Completed
Same day until next milestone

Primary Completion

Last participant's last visit for primary outcome

March 1, 2025

Completed
2 months until next milestone

Study Completion

Last participant's last visit for all outcomes

April 30, 2025

Completed
17 days until next milestone

First Submitted

Initial submission to the registry

May 17, 2025

Completed
4 months until next milestone

First Posted

Study publicly available on registry

September 5, 2025

Completed
Last Updated

September 5, 2025

Status Verified

August 1, 2025

Enrollment Period

Same day

First QC Date

May 17, 2025

Last Update Submit

August 27, 2025

Conditions

Keywords

digital gamehemodialysisadherenceanxietyserious games

Outcome Measures

Primary Outcomes (1)

  • Change in Treatment Adherence Score

    Assessed using the End-Stage Renal Disease Adherence Questionnaire to measure adherence to dialysis schedules and treatment routines.

    Baseline, Week 2, Week 4

Secondary Outcomes (2)

  • Change in Dietary Knowledge Score

    Baseline, Week 2, Week 4

  • Change in Anxiety Level

    Baseline, Week 2, Week 4

Other Outcomes (1)

  • Game Experience Score (GAMEX)

    Immediately after first game session

Study Arms (2)

Story-Based Digital Game

EXPERIMENTAL

Participants in this arm received a short, story-based digital game intervention during their hemodialysis sessions. The game was played once per week for 4 weeks, with each session lasting approximately 10-15 minutes. The game aimed to reduce anxiety, improve treatment adherence, and increase dietary knowledge by engaging patients in interactive scenarios related to dialysis care.

Behavioral: Story-Based Digital Game

Standard Care

NO INTERVENTION

Participants in this arm received standard hemodialysis care without any additional digital game or educational intervention. They followed the usual treatment routines provided by the dialysis unit.

Interventions

Participants in this arm played a story-based digital game during their regular hemodialysis sessions. The game was administered once per week, with each session lasting approximately 10 to 15 minutes, over a 4-week period. The game was accessed via an online platform and designed to educate patients on dietary choices, fluid management, and dialysis self-care through interactive storytelling and decision-making tasks.

Story-Based Digital Game

Eligibility Criteria

Age18 Years - 80 Years
Sexall
Healthy VolunteersNo
Age GroupsAdult (18-64), Older Adult (65+)

You may qualify if:

  • Adults aged between 18 and 80 years
  • Receiving regular hemodialysis treatment for at least 6 months
  • Oriented to time, place, and person
  • Minimum primary school education
  • Able and willing to provide informed consent

You may not qualify if:

  • Refusal to participate in the study
  • Inability to provide informed consent due to cognitive or communication difficulties

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Suleyman Demirel University

Isparta, Turkey (Türkiye)

Location

Related Links

MeSH Terms

Conditions

Anxiety Disorders

Condition Hierarchy (Ancestors)

Mental Disorders

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
SINGLE
Who Masked
OUTCOMES ASSESSOR
Masking Details
Only the outcomes assessor (biostatistician) was masked to group assignment. Participants, care providers, and investigators were aware of the assigned interventions. No additional parties were masked in this study.
Purpose
SUPPORTIVE CARE
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
SPONSOR INVESTIGATOR
PI Title
DR

Study Record Dates

First Submitted

May 17, 2025

First Posted

September 5, 2025

Study Start

March 1, 2025

Primary Completion

March 1, 2025

Study Completion

April 30, 2025

Last Updated

September 5, 2025

Record last verified: 2025-08

Data Sharing

IPD Sharing
Will not share

Individual participant data (IPD) will not be shared because the study results are currently under consideration for publication, and data sharing may interfere with the peer-review and publication process.

Locations