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临床试验/NCT05093114
NCT05093114已完成不适用

Friends, Family and Food: Interactive Virtual Environments for Children With Food Allergies

Rhode Island Hospital0 个研究点目标入组 39 人开始时间: 2015年5月18日最近更新:
适应症

试验速览

阶段
不适用
状态
已完成
入组人数
39
主要终点
Feedback interviews

研究概览

简要总结

Objective: This Phase II STTR grant incorporated user feedback collected in an earlier development project to build interactive, web-based software that helps children with food allergies learn about their condition and gain self-management skills. This highly interactive game allows children to progress through virtual scenes to help them learn about food avoidance, symptom detection, and reaction management. In addition, this project built gaming complexity, with more levels and game options, of the two interactive games "Label Learning: Like it or Lose it!" and "Reaction Action!".

详细描述

The central goal of this project was to develop an interactive, game-based application (App) for school-aged children (aged 8-12) with food allergies (FA) that would increase knowledge, improve behavioral skills for disease management, and ultimately reduce risk of negative outcomes. An effective FA intervention for children should target content areas of food avoidance and reaction management, and across these areas facilitate knowledge acquisition, develop behavioral skills, and provide practice using these skills in social contexts. Our Friends, Family, and Food App (F3A-App), consists of four related parts: (a) an interactive, game-based application that is the core of the program, (b) the experiential scenarios in interactive environments (e.g., school cafeteria vignette) that target knowledge and behavioral skills practice in social contexts, (c) two engaging multi-level games to build skills in food avoidance (Label Learning: Like it or Lose it!) and symptom assessment (Reaction Action!), and (d) a multi-tiered reward system that uses token economy-based reinforcement to enhance motivation and engagement (SeaLife Spectacular). From a user perspective, the interactive, game-based application provides opportunities to practice behavioral skills (e.g. negotiating pressures to accept trigger foods, requesting assistance from adults, responding to teasing/bullying) in role-play situations with immediate feedback and reinforcement.

In this Phase II project, we proposed to produce a fully-developed version of the F3A-App, including added content and enhanced features, and evaluate the final product in a randomized clinical trial.

The specific aims of Phase II were:

  1. To refine the F3A-App based on the user feedback and data collected in Phase I.
  2. To develop and field test additional content, including two additional interactive environments (family gathering, school pot-luck); and to increase gaming complexity (i.e. more levels and options) in Label Learning: Like it or Lose it! and Reaction Action! We conducted a small open trial in which 40 children with FA, ages 8-12, used selected segments containing the newly developed content. Children used the application for 2 weeks on their home computer or tablet. Feedback about device preference and usage was used to determine our focus in the Evaluation Stage (Aim 3).
  3. To assess the efficacy of the F3A-App vs. Standard Care (brief office visit and educational handouts) in a randomized clinical trial with 100 children with FA, ages 8-12. We expected the F3A-App would improve children's FA knowledge and self-efficacy to manage FA (primary outcomes) and would increase parent-child communication regarding FA management relative to Standard Care (secondary outcome). Our crossover design also enabled us to evaluate combined effects of Standard Care and the F3A-App through typical treatment channels (e.g., is the greatest efficacy found after a physician refers family to use the App after an office visit?) This Phase II STTR targeted pediatric FA, a critical public health problem of increasing prevalence. Our approach was innovative by incorporating an emphasis on behavioral skills practice using a platform that is engaging, interactive, affordable, and has high potential for broad dissemination. We envision that the F3A-App will ultimately serve as a template for interactive, game-based applications for children with other chronic conditions requiring self-management, such as asthma, diabetes, and celiac disease.

This record describes only the Open Trial portion of this Phase II STTR project.

研究设计

研究类型
Observational
观察模型
Cohort
时间视角
Prospective

入排标准

年龄范围
8 Years 至 12 Years(Child)
性别
All
接受健康志愿者

入选标准

  • child must be 8 -12 years of age
  • child must have an active diagnosis of food allergy (FA), specifically one or more of the four most common FAs that may cause anaphylaxis (peanut, tree nut, milk, and egg), confirmed by a physician within the past two years
  • child and parent must speak and read English
  • child must have access to a computer with internet access
  • child must have access to a smartphone or tablet

排除标准

  • Any chronic health condition requiring substantial dietary self-management (e.g., diabetes).

结局指标

主要结局

Feedback interviews

时间窗: Session 2, about 5 weeks after Session 1 and post-intervention

A semi-structured interview assessing child participants' opinions and feedback regarding game segments.

次要结局

  • Food Allergy Knowledge Questionnaire(Baseline (pre-intervention/control condition), and Follow up (post-intervention/control condition; approximately 5 week after baseline))
  • Food Allergy Independent Measure(Baseline (pre-intervention/control condition), and Follow up (post-intervention/control condition; approximately 5 week after baseline))
  • Food Allergy Management Efficacy(Baseline (pre-intervention/control condition), and Follow up (post-intervention/control condition; approximately 5 week after baseline))
  • Food Allergy Caregiver-Child Communication(Baseline (pre-intervention/control condition), and Follow up (post-intervention/control condition; approximately 5 week after baseline))

研究者

申办方类型
Other
责任方
Sponsor

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