Circle Game Collaborative--Freddie the Frog
试验速览
- 阶段
- 不适用
- 状态
- 撤回
- 试验地点
- 2
- 主要终点
- Establish the feasibility of cooperative gameplay between parents and adolescents with disabilities
研究概览
简要总结
Families who have children with disabilities experience more challenges in interacting with their children than families who have children without disabilities. This increased level of burden results in higher rates of emotional stress and hardship for those families. Motivated by the idea of making deeper connections between children with disabilities and their parents, our gaming platform is designed around two key concepts - human touch and collaborative play. Using wearable sensors, conductive fabrics, microcontrollers, and wireless communication, our gaming platform will register and interpret "touch" as a way to interface with game apps and the devices they are installed on. In other words, touch is translated into player input. Thus, rather than interact with an iPad directly, children and their parents interact with each other instead. Our platform engages both parents and children with disabilities equally in order to better focus on their shared physical expression. As touch can be registered from any part of the body, our platform can be used with children with any type of disability and allows for both active and passive participation by children with a severe disability.
研究设计
- 研究类型
- Interventional
- 分配方式
- Non Randomized
- 干预模型
- Sequential
- 主要目的
- Supportive Care
- 盲法
- None
入排标准
- 年龄范围
- 5 Years 至 —(Child, Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Group 1: Children without disabilities between the ages of 5-9 years. Any parent/caregiver to the child
- •Group 2: Adolescents with mild to moderate physical or cognitive disability between the ages of 10-17 years. Any parent/caregiver to the child
- •Group 3: Adolescents with moderate to severe physical and/or cognitive disability between the ages of 10-17 years. Any parent/caregiver to the child
排除标准
- •All groups:
- •Parents who do not understand and speak English
- •Parents with a disability
结局指标
主要结局
Establish the feasibility of cooperative gameplay between parents and adolescents with disabilities
时间窗: 1 hour
Successful completion of gameplay session
Establish the feasibility of cooperative gameplay between parents and children without disabilities
时间窗: 1 hour
Successful completion of gameplay session
Examine childs', adolescents', and parents ability to play the game through analysis of video recordings of game play
时间窗: 1 hour
Successful completion of gameplay session
次要结局
- Compare whether the child had stress using the Visual Analog Scale in Group 1, Group 2, and Group 3(Immediately pre-gameplay and 1 hour post-gameplay)
- Compare whether the parent had stress using the Visual Analog Scale in Group 1, Group 2, and Group 3(Immediately pre-gameplay and 1 hour post-gameplay)
- Explore childs' and adolescents' Global, Mental, Physical, and Social Health using the Patient-Reported Outcomes Measurement Information System (PROMIS) measure(Pre-gameplay)
- Explore whether the child had stress pre/post gameplay using visual analog scale(Pre gameplay and immediately post gameplay)
- Explore the parents' feelings of bonding with their child/adolescent using the "Connection & Bonding Questionnaire"(1 hour post-game play)
- Explore whether the parent had stress pre/post gameplay using visual analog scale(Pre gameplay and immediately post gameplay)
- Compare the parents' feelings of bonding using the "Connection & Bonding Questionnaire" with their child/adolescent in Group 1, Group 2, and Group 3(1 hour post-gameplay)
- Semi-Structured interviews with open-ended questions to explore childs' and adolescents' (where appropriate), and parents' feelings about gameplay for fun, well being, quality of life(Immediately Post-gameplay and up to one week post-gameplay)
- Explore whether the parent felt that their child's physical and psychological needs were met before gameplay using the "Child Needs Survey"(Pre-gameplay)
- Explore whether the child had pain pre/post gameplay using visual analog scale(Pre gameplay and immediately post gameplay)
- Semi-structured interviews with open ended questions to compare childs' and adolescents' (where appropriate), and parents' feelings about gameplay for fun, well being, quality of life in Group 1, Group 2, and Group 3(1 hour post-gameplay)
- Compare whether the child had pain using the Visual Analog Scale in Group 1, Group 2, and Group 3(Immediately pre-gameplay and 1 hour post-gameplay)
- Compare childs' and adolescents' Global, Mental, Physical, and Social Health using the single measure "Patient-Reported Outcomes Measurement Information System (PROMIS)" from Group 1, Group 2, and Group 3(1 hour post-gameplay)
- Explore whether the parent had pain pre/post gameplay using visual analog scale(Pre gameplay and immediately post gameplay)
- Compare the parents' feelings of whether the child's physical and psychological needs were met before gameplay using the "Child Needs Survey" in Group 1, Group 2, and Group 3(1 hour post-gameplay)
- Compare whether the parent had pain using the Visual Analog Scale in Group 1, Group 2, and Group 3(Immediately pre-gameplay and 1 hour post-gameplay)
