Strategies to Strengthen Physical and Mental Health During Hemodialysis: Rhythm of Life
Trial Snapshot
- Phase
- Not Applicable
- Status
- Completed
- Sponsor
- Enrollment
- 40
- Locations
- 2
- Primary Endpoint
- Change in Treatment Adherence Score
Study Overview
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.
Study Design
- Study Type
- Interventional
- Allocation
- Randomized
- Intervention Model
- Parallel
- Primary Purpose
- Supportive Care
- Masking
- Single (Outcomes Assessor)
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 Criteria
- Ages
- 18 Years to 80 Years (Adult, Older Adult)
- Sex
- All
- Accepts Healthy Volunteers
- No
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
Arms & Interventions
Story-Based Digital Game
Participants in this arm received a short, story-based digital game intervention during their hemodialysis sessions. The game was played once per week for 4 weeks, with each session lasting approximately 10-15 minutes. The game aimed to reduce anxiety, improve treatment adherence, and increase dietary knowledge by engaging patients in interactive scenarios related to dialysis care.
Intervention: Story-Based Digital Game (Behavioral)
Standard Care
Participants in this arm received standard hemodialysis care without any additional digital game or educational intervention. They followed the usual treatment routines provided by the dialysis unit.
Outcomes
Primary Outcomes
Change in Treatment Adherence Score
Time Frame: Baseline, Week 2, Week 4
Assessed using the End-Stage Renal Disease Adherence Questionnaire to measure adherence to dialysis schedules and treatment routines.
Change in Treatment Adherence Score
Time Frame: Baseline, Week 2, Week 4
Assessed using the End-Stage Renal Disease Adherence Questionnaire to measure adherence to dialysis schedules and treatment routines.
Secondary Outcomes
- Change in Dietary Knowledge Score(Baseline, Week 2, Week 4)
- Change in Anxiety Level(Baseline, Week 2, Week 4)
Investigators
Afra ÇALIK
DR
Suleyman Demirel University
