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A Novel Auditory Application for Distraction in Pediatric Patients

A Novel Auditory Application for Distraction in Pediatric Patients: A Pilot Feasibility and Acceptability Study

Status
Not yet recruiting
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06922032
Acronym
Mystic Pet
Enrollment
20
Registered
2025-04-10
Start date
2026-12-01
Completion date
2028-01-30
Last updated
2026-08-18

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

Conditions

Emotional Distress

Keywords

Game engagement, Awe, Procedural Distraction

Brief summary

This mixed-methods study seeks to evaluate the feasibility of Mystic Pets software and hardware within the pediatric population. This study will take place at Lucile Packard Children's Hospital (Stanford University, Palo Alto, CA).

Detailed description

Hospitalized children often experience emotional distress related to medical procedures, unfamiliar environments, and limited control over their situations. Existing distraction techniques, such as traditional videos and gaming, often rely heavily on visual interfaces, which can be limiting in clinical contexts. Current immersive technology software and hardware for procedural distraction rely on partial to complete immersion in a computer-generated environment to the real world. While immersive technology can reduce emotional distress with distraction, some patients experience increased distress due to loss of visual connection with their surroundings and/or caregivers. Using a head-mounted device and hand-gesture inputs, Mystic Pets maintains visual contact with a person's surroundings while gameplay is advanced through audio input and hand-gestures. This research will significantly contribute to the growing field of digital therapeutics by providing early-stage data on a novel, immersive technology tailored to pediatric clinical care. If proven feasible, Mystic Pets could expand the toolkit available for procedural distraction, enhance patient comfort, and reduce the reliance on pharmacological interventions for emotion distress management. The study also aims to establish preliminary engagement and usability benchmarks to guide future development and deployment of similar technologies in hospital environments.

Interventions

DEVICEMystics Pet

Participants will receive the game intervention and be instructed to wear a Oculus Quest 2 headset (Meta, Inc., Menlo Park, CA) and participate in Mystic Pets software game (Stanford Chariot Program, Palo Alto, CA) that is specifically designed to promote overall distraction and emotional distress reduction.

Sponsors

Stanford University
Lead SponsorOTHER

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
SUPPORTIVE_CARE
Masking
NONE

Eligibility

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

Inclusion criteria

* Between 4-17 years * English speaking participants

Exclusion criteria

* Legal guardian not present to obtain consent * Child with hearing impairment * Child with a significant neurological condition, or major developmental disability * Child with facial abnormalities or injuries prohibiting use of headsets * Nausea at the time of recruitment, * A history of severe motion sickness, * A history of seizures

Design outcomes

Primary

MeasureTime frameDescription
Feasibility of Mystics Pets, based on an unpublished focus group interview guide at the Department of Anesthesiology, Stanford Universityimmediately after interventionParticipants will provide qualitative feedback on the acceptability and feasibility of the use of Mystics Pets. Example question will include: "Can you please tell me about your experience?"

Secondary

MeasureTime frameDescription
Evaluate awe levels measured by Awe Experience Scale - Short Formimmediately after interventionThe scale has 12 items. Scores ranges from 1-7 (1 = strongly disagree and 7 = strongly agree)
ISO Ergonomic scaleimmediately after interventionThe scale has 6 items. Scores ranges from 1-5 (1 = strongly disagree and 5 = strongly agree)
System Usability Scale (SUS) Scoreimmediately after interventionThe scale has 10 items. Scores ranges from 1-5 (1 = strongly disagree and 5 = strongly agree)
Game Engagement scoreimmediately after interventionGame Engagement score measured by Game Engagement Questionnaire. The scale has 16 items. Scores ranges from 1-5 (1 = strongly disagree and 5 = strongly agree)

Countries

United States

Contacts

CONTACTThomas Caruso, MD, PhD
tjcaruso@stanford.edu6504970927
CONTACTMan Yee Suen, MMedSc
smy822@stanford.edu6504970927

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Aug 19, 2026