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Life at 100.4: An Immersive Social Virtual Reality (VR) Education Tool for Adolescent and Young Adult Cancer Patients and Caregivers

Life at 100.4: An Immersive Social Virtual Reality Education Tool for Adolescent and Young Adult Cancer Patients and Caregivers

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07224204
Enrollment
45
Registered
2025-11-04
Start date
2026-02-11
Completion date
2027-04-01
Last updated
2026-02-25

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

Conditions

Adolescent Cancer, Cancer, Young Adult Cancer

Keywords

Adolescent Cancer Patients and Caregivers, Young Adult Cancer Patients and Caregivers

Brief summary

The purpose of this study is to design and Beta test the Life at 100.4, an immersive social virtual reality education tool, with an anticipated 5 patient-caregiver-provider triads.Patients at Yale Pediatric Hematology and Oncology with a new oncologic diagnosis and their caregivers will be eligible for enrollment. Investigators will determine the feasibility and acceptability of implementing Life at 100.4 using validated measures.

Detailed description

Febrile neutropenia, a condition marked by fever and low numbers of neutrophils, is the most commonly encountered complication of childhood cancer treatment. The mortality of untreated febrile neutropenia is as high as 30%. Delay of appropriate care and increased time to antibiotics are associated with increased mortality. Reasons for delay to care include a lack of understanding about the seriousness of febrile neutropenia or difficulty navigating the healthcare system. Effective, and evidence-based educational experiences can reduce morbidity and mortality rates related to febrile neutropenia. This proposal aims to combat knowledge gaps surrounding febrile neutropenia through the creation of an immersive social VR-based intervention, Life at 100.4. This program will provide critical education to patients and caregivers related to febrile neutropenia during cancer treatment. This work will result in the development of a critical new tool specific to febrile neutropenia while establishing VR more broadly as an effective patient and caregiver education tool, particularly for the near 40% of the population with low health literacy. Objective 1 will include a qualitative study comprising interviews and focus groups with key stakeholders conducted by the Yale team to understand attitudes, perceptions, and knowledge around the navigation of febrile neutropenia. Objective 2 will be the production of a VR-based prototype. Objective 3, the focus of this registration, will assess feasibility and usability of this education tool.

Interventions

BEHAVIORALLife at 100.4

An Immersive Social Virtual Reality Education Tool, participation up to 2 hours

Sponsors

Yale University
Lead SponsorOTHER
The Glimpse Group Inc
CollaboratorUNKNOWN
National Institute of Nursing Research (NINR)
CollaboratorNIH

Study design

Allocation
NON_RANDOMIZED
Intervention model
PARALLEL
Primary purpose
SUPPORTIVE_CARE
Masking
NONE

Intervention model description

For Objective 1, an anticipated 20-30 participants for focus groups. For Objective 3, an anticipated 15 participant-caregiver-provider triads. Participants with new oncologic diagnosis and their caregivers at the Yale Pediatric Hematology/Oncology Clinic will be eligible for enrollment.

Eligibility

Sex/Gender
ALL
Age
13 Years to 39 Years
Healthy volunteers
No

Inclusion criteria

* Newly diagnosed with a malignancy or bone marrow failure condition * Planned to receive chemotherapy and receive a central line

Exclusion criteria

* Medical contraindication to virtual reality including head wounds and history of seizure with flashing lights * No plan to receive chemotherapy

Design outcomes

Primary

MeasureTime frameDescription
System Usability Scale (SUS)immediately post-intervention, up to 2 hoursA 10-item questionnaire with responses provided on a Likert scale. The SUS has been applied in evaluating the usability of different websites, software, and human computer interfaces. The final score is on a scale of 0-100. Higher scores indicate more usability.
Multimodal Presence Scale for Virtual Environmentsimmediately post-intervention, up to 2 hoursA 15-item validated tool to assess presence in VR. There are five items for each of the three dimensions, Physical Presence, Social Presence, and Self-Presence, scored on a 5-point Likert scale, from 1 (strongly disagree) to 5 (strongly agree). Total score for each dimension 1-5 with higher scores indicating a stronger sense of presence in that dimension.
Technology Acceptance Model (TAC)immediately post-intervention, up to 2 hoursTechnology Acceptance Model questionnaire with questions related to Perceived Usefulness and Perceived Ease of Use. Total score range 1-5 with higher scores indicating higher acceptance and use.

Countries

United States

Contacts

CONTACTAsher Marks, MD
asher.marks@yale.edu203-785-4640
CONTACTVidya Puthepura, MD
vidya.puthenpura@yale.edu203-785-4640
PRINCIPAL_INVESTIGATORAsher Marks, MD

Yale University

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 27, 2026