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Gameplay as a Source of Intrinsic Motivation in a Randomized Controlled Trial of Auditory Training for Tinnitus

Auditory Games for Tinnitus Benefit: Interactive Versus Reactive Auditory Discrimination Games

Status
Completed
Phases
Phase 1Phase 2
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT02095262
Acronym
TAG
Enrollment
60
Registered
2014-03-24
Start date
2011-08-31
Completion date
2012-04-30
Last updated
2016-11-04

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Tinnitus

Brief summary

Tinnitus refers to a the perception of a ringing, hissing or buzzing sound despite there being no such sound in the external world. It is prevalent and for many individual is a distressing condition. Recent advances in the understanding of changes in the hearing brain and their relation to tinnitus perception has led to a focus on forms of active auditory training which might provide effective techniques for tinnitus management. Our recent trial of auditory training provided evidence that training using sounds where there is no hearing loss has benefit in terms of reduced tinnitus intrusiveness, above training at where there is some level of hearing loss. Our next challenge is to build on this finding in ways that might maximize the benefits we observe. The training software we used previously was developed for use with children. Past participants have given mixed reviews of this software. While some enjoyed the training or found it soporific, others reported that they found it too monotonous and un-motivating. We therefore wish to explore the impact of different game mechanics in the delivery of auditory training and have designed two different interactive games in the context of training for tinnitus benefit. These games will deliver the same type of auditory training as the software we currently use, but should be intrinsically motivating, i.e. be a game that the people are motivated to play irrespective of any potential benefit for tinnitus. The game we previously used is reactive, i.e. the sounds play and the player selects what they think is the correct answer (odd one out). The two new games we wish to test can be described as interactive, i.e. players control the sound delivery and actively seek the correct answer: this may have additional benefit for tinnitus.

Interventions

OTHERreactive auditory training
OTHERInteractive auditory training

Sponsors

Nottingham University Hospitals NHS Trust
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
DOUBLE (Subject, Outcomes Assessor)

Eligibility

Sex/Gender
ALL
Age
18 Years to No maximum
Healthy volunteers
No

Inclusion criteria

(i) Chronic subjective tinnitus (experienced for over 6 months) (ii) Aged 18 + years old (iii) Not currently receiving treatment for tinnitus from the National Health Service or other sources

Exclusion criteria

(i) Significant distress (Beck anxiety score \>25, Beck depression score \>13) (ii) Hyperacusis (Khalfa Hyperacusis Questionnaire score \>27) (iii) Significant bilateral hearing loss (\>39 decibel at all tested frequencies)

Design outcomes

Primary

MeasureTime frameDescription
Tinnitus Handicap Questionnaire4 weeksTwo pre-intervention assessments & post intervention

Secondary

MeasureTime frameDescription
Tinnitus Handicap Inventory6 weeksTwo pre-intervention assessments & post intervention
psychoacoustic measures of tinnitus4 weeksPre and post intervention measure

Other

MeasureTime frameDescription
Test of Everyday Attention4 weeksPre and post intervention

Countries

United Kingdom

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Mar 7, 2026