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Pediatric Anxiety Intervention With an Entertaining Video Game: Feasibility Study

Pediatric Anxiety Intervention With an Entertaining Video Game: Feasibility Study

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT02713425
Enrollment
20
Registered
2016-03-18
Start date
2016-10-01
Completion date
2017-07-15
Last updated
2019-09-04

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

Conditions

Anxiety

Keywords

Anxiety, Social Phobia, Separation Anxiety, Generalized Anxiety, GAD, Phobia, video game, teen, youth, child, adolescent

Brief summary

This research study aims to test the feasibility and effectiveness of using an entertaining video game as an addition to traditional therapy for the treatment of anxiety disorders in youth, particularly those youth who may have limited access to mental health treatment in the traditional clinical setting.

Detailed description

The purpose of this research is to learn whether or not youth with social anxiety find a therapeutic video game engaging and useful. Children between the ages of 7 & 17 who have been diagnosed with a social anxiety disorder will be invited to participate in this study.

Interventions

DEVICEEntertaining Video Game

Children between 7 & 17 with a social anxiety disorder will be invited to participate in this study. They will attend a single visit. During the visit they will use the therapeutic game. They will be monitored while using the game. After the completion, they will be asked questions regarding their experience with this therapeutic game.

Sponsors

Mayo Clinic
Lead SponsorOTHER

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
OTHER
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
7 Years to 17 Years
Healthy volunteers
Yes

Inclusion criteria

1. Age 7 to 17 2. Primary diagnosis of: 1. social phobia, 2. separation anxiety disorder 3. A parent or other primary care giver available to participate with the child in all assessment and treatment activities 4. Estimated average intelligence 5. English speaking 6. Received les than 3 treatment sessions for social anxiety disorder

Exclusion criteria

1. History of and/or current diagnosis of: 1. psychosis, 2. autism, 3. bipolar disorder, 4. mental retardation, 5. oppositional defiant disorder, 6. PTSD, 7. selective mutism, or 8. major depressive disorder 2. Current suicidality or recent suicidal behavior 3. Parent to be involved in study who is unable to adequately participate due to intellectual or psychiatric difficulties 4. Starting or changing the dosage of a psychiatric medication in the last two months

Design outcomes

Primary

MeasureTime frameDescription
Mean Change From Baseline in Subjective Units of Distress Scale (SUDS) at End of Sessionapproximately 10 minutesSubjective Units of Distress Scale (SUDs) - of 0 to 10 ratings, where 0 indicates that they feel no anxiety whatsoever and 10 indicates that they are experiencing maximum distress. The child interacts with the game for up to 30 minutes. The interviewer observes and records the child's interaction with the game. The child then has an opportunity to perform a real life exposure. For the remainder of the time, the interviewer will interview the child about his/her experience with the game. They will also get feedback from the parent.

Secondary

MeasureTime frameDescription
Average Child Rating of Preferring the Game to Not Having the Gameapproximately 30 minutesrating of 0(without) to 10 (with) preference to use game

Countries

United States

Participant flow

Participants by arm

ArmCount
Single Arm - Entertaining Video Game
The children in this study will have a single visit. During this visit they will be introduced to the game. The child will then interact with the game and after they have finished, they will be asked questions about their experience with the game. Entertaining Video Game: Children between 7 & 17 with a social anxiety disorder will be invited to participate in this study. They will attend a single visit. During the visit they will use the therapeutic game. They will be monitored while using the game. After the completion, they will be asked questions regarding their experience with this therapeutic game.
20
Total20

Baseline characteristics

CharacteristicSingle Arm - Entertaining Video Game
Age, Categorical
<=18 years
20 Participants
Age, Categorical
>=65 years
0 Participants
Age, Categorical
Between 18 and 65 years
0 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants
Race (NIH/OMB)
Asian
0 Participants
Race (NIH/OMB)
Black or African American
0 Participants
Race (NIH/OMB)
More than one race
0 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants
Race (NIH/OMB)
Unknown or Not Reported
1 Participants
Race (NIH/OMB)
White
19 Participants
Sex: Female, Male
Female
11 Participants
Sex: Female, Male
Male
9 Participants

Adverse events

Event typeEG000
affected / at risk
deaths
Total, all-cause mortality
0 / 20
other
Total, other adverse events
0 / 20
serious
Total, serious adverse events
0 / 20

Outcome results

Primary

Mean Change From Baseline in Subjective Units of Distress Scale (SUDS) at End of Session

Subjective Units of Distress Scale (SUDs) - of 0 to 10 ratings, where 0 indicates that they feel no anxiety whatsoever and 10 indicates that they are experiencing maximum distress. The child interacts with the game for up to 30 minutes. The interviewer observes and records the child's interaction with the game. The child then has an opportunity to perform a real life exposure. For the remainder of the time, the interviewer will interview the child about his/her experience with the game. They will also get feedback from the parent.

Time frame: approximately 10 minutes

ArmMeasureValue (MEAN)Dispersion
Single Arm - Entertaining Video GameMean Change From Baseline in Subjective Units of Distress Scale (SUDS) at End of Session0.74 score on a scaleStandard Deviation 2.4
Secondary

Average Child Rating of Preferring the Game to Not Having the Game

rating of 0(without) to 10 (with) preference to use game

Time frame: approximately 30 minutes

Population: children with anxiety piloting game

ArmMeasureValue (MEAN)Dispersion
Single Arm - Entertaining Video GameAverage Child Rating of Preferring the Game to Not Having the Game6.22 units on a scaleStandard Deviation 2.6

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026