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Clinical Trial Details — Status: Completed

Administrative data

NCT number NCT03672344
Other study ID # 08012018A
Secondary ID
Status Completed
Phase N/A
First received
Last updated
Start date August 25, 2018
Est. completion date February 19, 2020

Study information

Verified date June 2022
Source BioStream Technologies, LLC
Contact n/a
Is FDA regulated No
Health authority
Study type Interventional

Clinical Trial Summary

The primary objective of this study is to evaluate changes in subject performance on social skills assessments after engaging in a gaze-controlled video game that leverages ABA principles of learning, in comparison to an alternative game. The secondary objectives of this study are to evaluate changes in subject gaze patterns during social skills assessments after engaging in the video game, including in comparison to an alternative game and to evaluate possible correlations in changes in social skills assessments with changes in subject game play performance.


Recruitment information / eligibility

Status Completed
Enrollment 54
Est. completion date February 19, 2020
Est. primary completion date February 19, 2020
Accepts healthy volunteers No
Gender All
Age group 4 Years to 14 Years
Eligibility Inclusion Criteria: 1. Ages 4-14. 2. Meets diagnostic criteria for ASD. 3. Estimated intelligence standard score of at least 40 (can be substituted for a receptive language score such as PPVT or use of the Differential Ability Scales, 2nd Edition (DAS-II)). 4. Parent reports difficulty with at least one of two social skills (via modified questions from the Social Responsiveness Scale) 5. English as the child's primary/first language (key measures used in the study do not have alternate language versions). 6. Attains a score equal to or less than 75% correct on the Ekman 60 Faces Test 7. The parent who completes the questionnaires needs to be proficient in English. 8. Has successfully played a video game using a Microsoft Xbox game controller, Sony PlayStation game controller, or other comparable game controller. 9. Parental/guardian permission (informed consent) and if appropriate, child assent. 10. Wi-Fi internet connection at subject's home/school/therapy center/research organization available for use by study laptop computer. Exclusion Criteria: 1. History of seizures. 2. History of traumatic brain injury or other significant medical or neurological abnormality affecting motor or higher cortical functioning. 3. Certain visual, auditory, DSM 5, or conduct disorders (see below). 4. A visual disorder that cannot be corrected through the use of corrective lenses to a level of 20-40 in both eyes. 5. Use of corrective visual lenses that would significantly impede the valid collection of visual attention and gaze pattern data during dyadic interaction tasks. 6. Auditory impairment (that cannot be corrected by a hearing aid) that would significantly impede the valid collection of test measures. 7. Profound intellectual disability or sensory-motor difficulties that would preclude valid use of diagnostic instruments and/or use of a computer or mobile computing device. 8. A DSM 5 disorder or other psychiatric symptoms that would interfere with the participant's ability to participate in the study (e.g., active psychosis), per parent report. 9. History of one or more psychiatric hospitalizations. 10. Presence of significant symptoms of a conduct disorder.

Study Design


Related Conditions & MeSH terms


Intervention

Device:
Lookware TM
Lookware TM is a computer-based video game that requires the subject engage in social skills related exercises that include certain visual behaviors. These exercises combine techniques from applied behavior analysis (ABA) and use of gaze-contingent eye tracking technology during simulated social interactions with 3D animated characters to target certain social skills deficits in children with autism spectrum disorder (ASD). The game is delivered through a laptop computer, eye tracker, and game controller.
Lookware TM Control Module
Lookware TM Control Module is a version of the Lookware TM computer-based video game that excludes the social skills related exercises. The game is delivered through a laptop computer, eye tracker, and game controller.

Locations

Country Name City State
United States Nashoba Learning Group, Inc. Bedford Massachusetts
United States Connect Plus Therapy, Inc. Cherry Hill New Jersey
United States Y.A.L.E. School Cherry Hill New Jersey
United States Partners in Learning, Inc. Clementon New Jersey
United States The Pathway School Jeffersonville Pennsylvania
United States Els for Autism Foundation Jupiter Florida
United States Positive Behavior Supports Corporation Melbourne Florida
United States Positive Behavior Supports Corporation Miami Florida
United States Milestones Behavioral Services Orange Connecticut
United States Mary E. Keefe Point Pleasant Beach New Jersey
United States Positive Behavior Supports Corporation West Palm Beach Florida

Sponsors (1)

Lead Sponsor Collaborator
BioStream Technologies, LLC

Country where clinical trial is conducted

United States, 

Outcome

Type Measure Description Time frame Safety issue
Primary Ekman-60 Faces Test The Ekman-60 Faces Test is used to assesses emotion recognition using pictures. In this study, children were presented with 60 faces across 10 actors displaying six basic emotions (i.e., happiness, sadness, disgust, fear, surprise, and anger). Facial expressions are displayed on the computer for five seconds, after which the image disappears, and participants select from a list of emotions which best described the facial expression shown. Correct responses are summed to create a total score with a possible range from 0-60, and higher scores indicate better emotion recognition. 6 Weeks
Primary Social Responsiveness Scale The Social Responsiveness Scale is used to identify social impairment in children with autism spectrum disorder. The measure consists of five subscales: social motivation; social awareness; social cognition; social communication; and restricted interests and repetitive behavior, each with items scored on a scale from 1 to 4. A total score can be computed by summing scores across subscales, including, or excluding the restricted interests and repetitive behavior subscale. In this study, response options were re-coded from a scale of 1 to 4, to 0 to 3. Scores were then summed across four subscales, excluding the restrictive and repetitive behavior subscale. Possible scores ranged from 0 to 195, with higher scores meaning a better outcome. 6 Weeks
Secondary Childhood Joint Attention Rating Scale The Childhood Joint Attention Rating Scale is used to assess joint attention in children with autism spectrum disorder. In this study, we used the asocial subscale, which consists of 14 items on a scale from 0 to 4. Scores were then summed, with a possible range from 0 to 56, and higher scores meant worse joint attention. 6 Weeks
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