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临床试验/NCT06612489
NCT06612489已完成不适用

Efficacy of Biofeedback-Based Serious Game for Pain Alleviation in Middle-Aged and Older Ovarian Cancer Patients: A Randomized Controlled Trial

Shanghai Jiao Tong University School of Medicine1 个研究点 分布在 1 个国家目标入组 52 人开始时间: 2023年8月1日最近更新:
适应症
干预措施

试验速览

阶段
不适用
状态
已完成
发起方
入组人数
52
试验地点
1
主要终点
Pain level

研究概览

简要总结

Consistent pain affects most middle-aged and older ovarian cancer patients. Non-pharmacological pain interventions, such as serious games, offer a promising approach to alleviating this pain by providing an effective sense of immersion. However, current games on the pain alleviation lack examination of its efficacy in middle-aged and older population and real-time monitoring of immersion level, particular since immersion level is highly associated with pain alleviation effect and adjustable to challenging level of game difficulty. This study developed a serious game with biofeedback-driven dynamic difficulty. Then examined its feasibility and efficacy through a two-arm, single-blinded randomized controlled trial. A total of 52 participants were recruited and randomized into intervention group and control group to receive biofeedback-based dynamic-difficulty serious game or fix-difficulty serious game for 15 mins each, respectively. The primary outcome was the assessment of the pain level, measured using the Visual Analog Scale. The secondary outcomes included pain-related anxiety, immersion level, and user experience.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Treatment
盲法
Single (Investigator)

入排标准

年龄范围
45 Years 至 —(Adult, Older Adult)
性别
Female
接受健康志愿者
否

入选标准

  • •Meeting the diagnostic standards established by the International Association for the Study of Pain (IASP) and having a pain severity level between 3 and 6 (classified as mild to moderate) at the time of enrollment,
  • •Diagnosed with ovarian caner
  • •Demonstrating clear cognitive and expressive abilities,
  • •Being aged 45 or older,
  • •Providing voluntary consent after fully understanding the study's objectives.

排除标准

  • •Individuals with a history of mental illness or communication disorders,
  • •Those experiencing vision or cognitive impairments,
  • •Individuals undergoing pain medication treatment during the intervention period.

研究组 & 干预措施

Intervention group

Experimental

The intervention consist of 26 participants using biofeedback based dynamic-difficulty game for 15 mins each.

干预措施: biofeedback based dynamic-difficulty game (Device)

Control group

Other

Twenty six participants in the control group played a serious game with a fixed difficulty level for 15 mins each

干预措施: fixed difficulty game (Device)

结局指标

主要结局

Pain level

时间窗: 15 mins

Patients' pain perception was assessed using the Visual Analog Scale (VAS), a widely accepted tool in clinical settings due to its convenience and ease of understanding. The VAS employs a 10-scale ruler from 1 to 10 with a movable marker, where higher number indicating a more severe level of pain. Patients are instructed to place the marker on the ruler at the point that corresponds to their current level of pain.

次要结局

  • Immersion level(15 mins)
  • Pain related anxiety(15 mins)

研究者

发起方
Shanghai Jiao Tong University School of Medicine
申办方类型
Other
责任方
Principal Investigator
主要研究者

Jianan Zhao

Principal Investigator

Shanghai Jiao Tong University School of Medicine

研究点 (1)

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