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A Lead-in Study Evaluating Efficacy of GuessWhat Mobile App Therapy for Children With Autism

A Lead-in Study Evaluating Mobile Game Based Therapy Among Children With Autism

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04739982
Enrollment
541
Registered
2021-02-05
Start date
2021-07-07
Completion date
2023-07-15
Last updated
2024-09-19

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

Conditions

Autism, Autism Spectrum Disorder

Keywords

digital health, mhealth, autism, intervention, behavioral therapy

Brief summary

The following study aims to assess the efficacy, safety data, and best outcome measurements of the mobile game platform, GuessWhat, in delivering behavioral therapy to children with Autism Spectrum Disorder (ASD). GuessWhat is a mobile application (available for free for iOS and Android) which contains a suite of games: pro-social charades, emotion guessing, and quiz. Participant families will use their personal smartphones to download the app and play it with their child according to a predetermined regimen.

Detailed description

The following study aims to understand the efficacy and safety of the mobile game platform, GuessWhat, in delivering behavioral therapy to children with Autism Spectrum Disorder (ASD). GuessWhat is a mobile application (available for free for iOS and Android) which contains a suite of games: pro-social charades, emotion guessing, and quiz. Participant families will use their personal smartphones to download the app and play it with their child according to a predetermined regimen. The study will enroll parents who are at least 18 years old and have a child between 3 and 12 years old with a formal ASD diagnosis. Parents will be asked to complete two clinical outcome measure questionnaires immediately prior to and up to 1 week after playing GuessWhat with their child 3 times per week for 4 weeks.

Interventions

DEVICEGuessWhat Mobile App

The GuessWhat app is a charades style game and app that engages parent and child in fluid social interaction where the parent must guess what the child is acting out based on the prompt shown on the phone screen. Participants will use their own personal phone to download the study app. Parent and child will be encouraged to play using the emojis and emotion game mode at least 3 individual game sessions per week. Parents are asked to play GuessWhat with their child 3-4 times per week for 4 weeks.

Sponsors

National Library of Medicine (NLM)
CollaboratorNIH
Stanford University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
3 Years to 12 Years
Healthy volunteers
Yes

Inclusion criteria

1. Parent who is at least 18 years old of child with autism. 2. Child with autism is between 3 and 12 years old at time of baseline data collection.

Exclusion criteria

1. Parent is unable to read English. 2. Parent does not have an Android or iOS smartphone compatible with GuessWhat App--the app will be available on Android after further development and we will notify interested families when it becomes available.

Design outcomes

Primary

MeasureTime frameDescription
Change in Parent Reported Socialization Based on the Vineland Adaptive Behavior Scales 3rd Edition (VABS-3) Parent/Caregiver Socialization Subscale, From Baseline to Week 4Baseline (Week 0), Week 4Vineland Adaptive Behavior Scales, 3rd edition (VABS-3) Socialization subscale of the Parent/Caregiver Comprehensive form will be administered online to the parents. Scores from the socialization domain of the VABS-III reflects one's functioning in social situations. The socialization subscale is up to 112 items depending on age and development, where raw scores are converted to IQ-type standard scores with mean 100 and standard deviation of 15, and factor in age equivalents, growth scale values, and higher scores indicate better adaptive functioning. The range for each subscale is 20 to 140.

Secondary

MeasureTime frameDescription
Change in Parental Stress Scale - From Baseline to Week 4Baseline (Week 0), Week 4The Parental Stress Scale is an 18-item parent report scale that evaluates the extent of parent stress. Scores range from 18-90, where higher scores indicate a higher level of Parental stress. Parents completed this survey, but were not considered to be enrolled in the study.
GuessWhat App Usage DataBaseline through week 4 (assessed at week 4)App usage data by participants (children) comprised of number of MojiMatch and Charades Games started.
Change in Emotion Recognition From Baseline to Week 4Baseline (Week 0), Week 4Study team used an image based emotion recognition task where participants (children) will select the emotion that corresponds to an emotional facial image in the form of a GIF (Graphics Interchange Format) image. Participants select 1 of 8 available Ekman emotion labels for 16 facial emotional image stimuli presented in random order. Correct responses will be measured against a predetermined majority rules consensus of the emotional content of the GIFs. Scores range from 0 (no emotional image stimuli correctly identified) to 16 (all correctly identified).

Countries

United States

Participant flow

Recruitment details

Participants were recruited between June 1, 2021 and July 1, 2022 using emails and online research listings.

Participants by arm

ArmCount
Treatment
The GuessWhat app is a charades style game and app that engages parent and child in fluid social interaction where the parent must guess what the child is acting out based on the prompt shown on the phone screen. Participants will use their own personal phone to download the study app. Parent and child will be encouraged to play using the emojis and emotion game mode at least 3 individual game sessions per week. Parents are asked to play GuessWhat with their child 3-4 times per week for 4 weeks.
127
Treatment as Usual
Participants in control group will continue their treatment as usual.
149
Total276

Withdrawals & dropouts

PeriodReasonFG000FG001
Overall StudyLost to Follow-up17665
Overall StudyProtocol Violation05
Overall StudyWithdrawal by Subject190

Baseline characteristics

CharacteristicTreatmentTotalTreatment as Usual
Age, Categorical
<=18 years
127 Participants276 Participants149 Participants
Age, Categorical
>=65 years
0 Participants0 Participants0 Participants
Age, Categorical
Between 18 and 65 years
0 Participants0 Participants0 Participants
Age, Continuous7.89 years7.66 years7.47 years
Mobile Autism Risk Assessment-3.39 score on a scale-3.62 score on a scale-3.82 score on a scale
Parental Stress Scale Score47.06 score on a scale
STANDARD_DEVIATION 9.13
47.54 score on a scale
STANDARD_DEVIATION 9.4
47.95 score on a scale
STANDARD_DEVIATION 9.81
Race/Ethnicity, Customized
American Indian or Alaska Native
1 Participants7 Participants6 Participants
Race/Ethnicity, Customized
Black or African American
19 Participants37 Participants18 Participants
Race/Ethnicity, Customized
Caucasian/White
47 Participants94 Participants47 Participants
Race/Ethnicity, Customized
East Asian
7 Participants20 Participants13 Participants
Race/Ethnicity, Customized
Hispanic or Latino
18 Participants41 Participants23 Participants
Race/Ethnicity, Customized
Middle Eastern
2 Participants2 Participants0 Participants
Race/Ethnicity, Customized
Native Hawaiian or Other Pacific Islander
2 Participants4 Participants2 Participants
Race/Ethnicity, Customized
South Asian
5 Participants20 Participants15 Participants
Race/Ethnicity, Customized
Unknown / Not Listed
34 Participants76 Participants42 Participants
Sex: Female, Male
Female
33 Participants64 Participants31 Participants
Sex: Female, Male
Male
94 Participants212 Participants118 Participants
Vineland Adaptive Behavior Scales-3 Socialization Subscale Standard Score72.30 score on a scale
STANDARD_DEVIATION 16.68
69.42 score on a scale
STANDARD_DEVIATION 17.84
66.97 score on a scale
STANDARD_DEVIATION 18.42

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
deaths
Total, all-cause mortality
0 / 3220 / 219
other
Total, other adverse events
0 / 3220 / 219
serious
Total, serious adverse events
0 / 3220 / 219

Outcome results

Primary

Change in Parent Reported Socialization Based on the Vineland Adaptive Behavior Scales 3rd Edition (VABS-3) Parent/Caregiver Socialization Subscale, From Baseline to Week 4

Vineland Adaptive Behavior Scales, 3rd edition (VABS-3) Socialization subscale of the Parent/Caregiver Comprehensive form will be administered online to the parents. Scores from the socialization domain of the VABS-III reflects one's functioning in social situations. The socialization subscale is up to 112 items depending on age and development, where raw scores are converted to IQ-type standard scores with mean 100 and standard deviation of 15, and factor in age equivalents, growth scale values, and higher scores indicate better adaptive functioning. The range for each subscale is 20 to 140.

Time frame: Baseline (Week 0), Week 4

Population: Participants who completed follow-up survey at week 4

ArmMeasureValue (MEAN)Dispersion
TreatmentChange in Parent Reported Socialization Based on the Vineland Adaptive Behavior Scales 3rd Edition (VABS-3) Parent/Caregiver Socialization Subscale, From Baseline to Week 4.56 score on a scaleStandard Error 0.98
Treatment as UsualChange in Parent Reported Socialization Based on the Vineland Adaptive Behavior Scales 3rd Edition (VABS-3) Parent/Caregiver Socialization Subscale, From Baseline to Week 4.23 score on a scaleStandard Error 0.96
p-value: 0.4195% CI: [-0.21, 0.27]t-test, 1 sided
Secondary

Change in Emotion Recognition From Baseline to Week 4

Study team used an image based emotion recognition task where participants (children) will select the emotion that corresponds to an emotional facial image in the form of a GIF (Graphics Interchange Format) image. Participants select 1 of 8 available Ekman emotion labels for 16 facial emotional image stimuli presented in random order. Correct responses will be measured against a predetermined majority rules consensus of the emotional content of the GIFs. Scores range from 0 (no emotional image stimuli correctly identified) to 16 (all correctly identified).

Time frame: Baseline (Week 0), Week 4

Population: Participants with available data.

ArmMeasureValue (MEAN)Dispersion
TreatmentChange in Emotion Recognition From Baseline to Week 4-.37 score on a scaleStandard Deviation 4.34
Treatment as UsualChange in Emotion Recognition From Baseline to Week 4-1.12 score on a scaleStandard Deviation 3.42
p-value: 0.0995% CI: [-0.09, 0.47]t-test, 1 sided
Secondary

Change in Parental Stress Scale - From Baseline to Week 4

The Parental Stress Scale is an 18-item parent report scale that evaluates the extent of parent stress. Scores range from 18-90, where higher scores indicate a higher level of Parental stress. Parents completed this survey, but were not considered to be enrolled in the study.

Time frame: Baseline (Week 0), Week 4

Population: Participants who completed follow-up survey at week 4

ArmMeasureValue (MEAN)Dispersion
TreatmentChange in Parental Stress Scale - From Baseline to Week 4-5.18 units on a scaleStandard Error 0.76
Treatment as UsualChange in Parental Stress Scale - From Baseline to Week 4-7.01 units on a scaleStandard Error 1.17
p-value: 0.09595% CI: [-0.08, 0.39]t-test, 1 sided
Secondary

GuessWhat App Usage Data

App usage data by participants (children) comprised of number of MojiMatch and Charades Games started.

Time frame: Baseline through week 4 (assessed at week 4)

Population: Participants with available data. Only the Treatment Group is included in the analysis, as the Treatment as Usual Group did not use the app.

ArmMeasureValue (MEAN)Dispersion
TreatmentGuessWhat App Usage Data15.77 number of gamesStandard Deviation 25.43

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