Skip to main content
Clinical Trials/NCT02027597
NCT02027597CompletedNot Applicable

Improving Oral Health With Serious Games

University of Washington1 site in 1 country161 target enrollmentStarted: October 1, 2008Last updated:
Conditions
Interventions

Trial Snapshot

Phase
Not Applicable
Status
Completed
Enrollment
161
Locations
1
Primary Endpoint
Self-Efficacy

Study Overview

Brief Summary

This study investigated if computer games can be effective at changing the way children take care of their teeth. We a museum exhibit with 3D virtual reality games called "Attack of the S. Mutans!" Our hypothesis was that children who played the games and visited the exhibit would show improved attitudes about oral health, which would translate into improved brushing and self-care habits.

In this randomized controlled study with school children aged 8-12, we compared the outcomes for three groups: Group 1) Visited Attack of the S. Mutans!; Group 2) Experienced a hands-on classroom presentation about virtual reality being used for healthcare; Group 3) Received no-treatment.

Study Design

Study Type
Interventional
Allocation
Randomized
Intervention Model
Parallel
Primary Purpose
Prevention
Masking
Single (Participant)

Eligibility Criteria

Ages
8 Years to 12 Years (Child)
Sex
All
Accepts Healthy Volunteers
Yes

Inclusion Criteria

  • •For participation in the study, enrollment criteria are as follows: 1) a dentist's diagnosis of tooth decay, or restorative dental work in the previous year; and 2) Parents or guardians provide usable baseline data, including contact information for follow-up questionnaires.

Exclusion Criteria

  • Not provided

Arms & Interventions

Video Game Treatment

Experimental

This group received the AOTSM game experience followed by additional oral health information. They did not receive any follow-up treatment after the exhibit.

Intervention: Attack of the S. Mutans (Other)

Video Game Treatment Plus Follow-Up

Experimental

Children assigned to the Treatment-Plus conditions not only had the Attack of the S. Mutans video game experience, but also gained access to an educational website that reinforced the exhibit's teachings two months later. These students received a special login and password in the mail and were instructed to visit the site before completing their next questionnaire.

Intervention: Attack of the S. Mutans (Other)

Control

Active Comparator

Instead of playing Attack of the S. Mutans!, children in the control group attended a 90 minute classroom session about virtual reality applications for relieving pain and for therapy. This content was unrelated to oral health.

Intervention: SnowWorld (Other)

Video Game Treatment Plus Follow-Up

Experimental

Children assigned to the Treatment-Plus conditions not only had the Attack of the S. Mutans video game experience, but also gained access to an educational website that reinforced the exhibit's teachings two months later. These students received a special login and password in the mail and were instructed to visit the site before completing their next questionnaire.

Intervention: Follow-up (Other)

Outcomes

Primary Outcomes

Self-Efficacy

Time Frame: 8 months post treatment

Follow-up surveys were conducted at 3 points after the intervention for all groups. The survey included questions about the children's attitudes (self-efficacy) toward oral health and taking care of their teeth. Surveys were paper-pencil self-reports from both parents and children. Items were drawn from Morowatisharifabad and Shirazi, (2007) and adapted for ease of understanding for English speaking children.

Secondary Outcomes

  • Self-care behavior(8 months post treatment)

Investigators

Sponsor Class
Other
Responsible Party
Principal Investigator
Principal Investigator

Jacqueline E. Pickrell

Acting Assistant Professor, Oral Health Sciences

University of Washington

Study Sites (1)

Loading locations...

Similar Trials