Adherence, Anxiety, Game-Based Learning, Hemodialysis
Conditions
Keywords
digital game, hemodialysis, adherence, anxiety, serious games
Brief summary
This clinical study is testing whether a short, story-based digital game played during dialysis can help improve the health and well-being of patients receiving hemodialysis. The researchers believe that using a digital game with an engaging storyline may help reduce anxiety, increase knowledge about healthy eating, and encourage patients to better follow their treatment plans. The main hypothesis is that this interactive game will lead to lower anxiety levels, better understanding of dietary rules, and higher treatment adherence compared to standard care alone.
Interventions
Participants in this arm played a story-based digital game during their regular hemodialysis sessions. The game was administered once per week, with each session lasting approximately 10 to 15 minutes, over a 4-week period. The game was accessed via an online platform and designed to educate patients on dietary choices, fluid management, and dialysis self-care through interactive storytelling and decision-making tasks.
Sponsors
Study design
Masking description
Only the outcomes assessor (biostatistician) was masked to group assignment. Participants, care providers, and investigators were aware of the assigned interventions. No additional parties were masked in this study.
Eligibility
Inclusion criteria
* Adults aged between 18 and 80 years * Receiving regular hemodialysis treatment for at least 6 months * Oriented to time, place, and person * Minimum primary school education * Able and willing to provide informed consent
Exclusion criteria
* Refusal to participate in the study * Inability to provide informed consent due to cognitive or communication difficulties
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Change in Treatment Adherence Score | Baseline, Week 2, Week 4 | Assessed using the End-Stage Renal Disease Adherence Questionnaire to measure adherence to dialysis schedules and treatment routines. |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Change in Dietary Knowledge Score | Baseline, Week 2, Week 4 | Measured using the Hemodialysis Patients' Diet Knowledge Scale. |
| Change in Anxiety Level | Baseline, Week 2, Week 4 | Assessed using the State Anxiety Inventory (STAI-S) to measure perceived anxiety during treatment. |
Other
| Measure | Time frame | Description |
|---|---|---|
| Game Experience Score (GAMEX) | Immediately after first game session | Evaluated only in the intervention group using the Game Experience Questionnaire to assess enjoyment, absorption, and other psychological effects of gameplay. |
Countries
Turkey (Türkiye)