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Usability Evaluation of a Mindfulness-based Serious Game

Evaluation of the Usability of Mindfulness-based Serious Games for Pediatric Patient Who Need Pain Control

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06522425
Enrollment
19
Registered
2024-07-26
Start date
2023-11-02
Completion date
2024-06-17
Last updated
2024-07-26

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

Conditions

Pain, Chronic

Keywords

Pain Management, Mindfulness, Serious Game

Brief summary

The purpose of this study is to evaluate the usability of a mindfulness-based serious game developed for pediatric and adolescent patients who require pain management during their disease treatment. We conducted usability evaluations targeting both professional and user groups. Both groups experienced the mindfulness-based serious game and then participated in a usability survey and interview.

Detailed description

Background : Pain management is a critical aspect of treatment for pediatric and adolescent patients, especially those undergoing long-term or chronic disease management. Traditional pain management strategies often include pharmacological interventions, which may not be sufficient on their own and can have undesirable side effects. Consequently, there is a growing interest in complementary approaches that can enhance pain management and provide holistic care. Mindfulness-based interventions have been shown to be effective in managing chronic pain by helping individuals develop a greater awareness of their physical and emotional states, thereby reducing the perception of pain. Serious games, which incorporate elements of play and interaction, offer a novel and engaging way to deliver mindfulness training. These games can be particularly appealing to younger patients, making it easier to integrate mindfulness practices into their daily routines. Objective : The purpose of this study was to evaluate the usability of a mindfulness-based serious game developed for pediatric and adolescent patients who require pain management during their disease treatment. Design: mixed-methods design Setting: In the emergency department at Samsung Medical Center Enrollment : 9 professionals (e.g., medical staff, child development specialists, and psychologists) and 10 pediatric and adolescent patients. Intervention : Both professional and pediatric and adolescent patient groups experience a mindfulness-based functional game developed for pain management through a tablet. Scoring : Usability is measured using the MARS (Mobile Application Rating Scale) and uMARS (user version of the Mobile Application Rating Scale) in a group of professionals and pediatric and adolescent patients. (Full score of MARS: 145, Full score of uMARS: 130). Study period : For 1 hour after study enrollment, Usability survey : After experiencing a mindfulness-based functional game

Interventions

OTHERmindfulness-based serious games

The intervention consists of a single session using a digital serious game designed to teach mindfulness techniques for pain management. In addition to explaining mindfulness concepts, the game provides a variety of mindfulness exercises to help users manage and reduce pain perception. For example, it involves relaxation through breathing or becoming aware of the state of one's body and mind. Additionally, it includes various interaction elements such as touch, voice, and motion controls to increase user immersion.

Sponsors

Samsung Medical Center
Lead SponsorOTHER

Study design

Allocation
NON_RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
5 Years to 17 Years
Healthy volunteers
No

Inclusion criteria

1. Users(Pediatric Patients) * Inclusion Criteria: 1. Pediatric patients aged 5-17 years. 2. Currently taking adjuvant analgesics or narcotic/non-narcotic analgesics for pain control. 3. Able to provide voluntary assent and have parental/guardian consent. *

Exclusion criteria

1. Diagnosed with a psychiatric disorder characterized by psychotic features. 2. Have visual or auditory impairments that would make it difficult to understand and play the game. 2. Professionals * Inclusion Criteria: 1. Medical staff specializing in pediatric care or individuals with a doctoral degree in child development or psychology 2. Able to provide voluntary informed consent. *

Design outcomes

Primary

MeasureTime frameDescription
Usability Evaluation of the Mindfulness-Based Serious GameImmediately post-interventionThe usability of the mindfulness-based serious game will be measured using the Mobile Application Rating Scale (MARS) and its user version (uMARS). These scales assess the app's engagement, functionality, aesthetics, information, subjective quality and app-specific quality.

Secondary

MeasureTime frameDescription
Qualitative Feedback from InterviewsImmediately post-interventionQualitative feedback will be collected through interviews conducted immediately after the intervention. These interviews will gather detailed insights into participants' experiences, including the game's usability, perceived benefits, ease of use, and overall satisfaction.

Countries

South Korea

Outcome results

None listed

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