Adults 7 to 17, any sex, with Anxiety. Patients with the condition only — healthy volunteers not accepted.
Results — posted to ClinicalTrials.gov
Per-arm endpoint measurements with 95% confidence intervals where reported. Source: trial results section.
Mean Change From Baseline in Subjective Units of Distress Scale (SUDS) at End of SessionPrimary· approximately 10 minutes
Subjective Units of Distress Scale (SUDs) - of 0 to 10 ratings, where 0 indicates that they feel no anxiety whatsoever and 10 indicates that they are experiencing maximum distress. The child interacts with the game for up to 30 minutes. The interviewer observes and records the child's interaction with the game. The child then has an opportunity to perform a real life exposure. For the remainder of the time, the interviewer will interview the child about his/her experience with the game. They will also get feedback from the parent.
Group
Value
95% CI
Single Arm - Entertaining Video Game
0.74
± 2.4
Average Child Rating of Preferring the Game to Not Having the GameSecondary· approximately 30 minutes
rating of 0(without) to 10 (with) preference to use game
Group
Value
95% CI
Single Arm - Entertaining Video Game
6.22
± 2.6
Sponsor's own description
This research study aims to test the feasibility and effectiveness of using an entertaining video game as an addition to traditional therapy for the treatment of anxiety disorders in youth, particularly those youth who may have limited access to mental health treatment in the traditional clinical setting.
Publications & conference data
No peer-reviewed publications indexed yet for this trial. Completed trials usually publish results within 12-18 months.
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Sponsor: as reported to ClinicalTrials.gov by Mayo Clinic
Last refreshed: 4 September 2019
Drug Landscape aggregates and links these public records for informational use only. Always verify against the primary source before clinical or regulatory decisions. Canonical URL: https://druglandscape.com/trial/NCT02713425.