Tinnitus Clinical Trial
— TAGOfficial title:
Auditory Games for Tinnitus Benefit: Interactive Versus Reactive Auditory Discrimination Games
Tinnitus refers to a the perception of a ringing, hissing or buzzing sound despite there
being no such sound in the external world. It is prevalent and for many individual is a
distressing condition. Recent advances in the understanding of changes in the hearing brain
and their relation to tinnitus perception has led to a focus on forms of active auditory
training which might provide effective techniques for tinnitus management. Our recent trial
of auditory training provided evidence that training using sounds where there is no hearing
loss has benefit in terms of reduced tinnitus intrusiveness, above training at where there
is some level of hearing loss. Our next challenge is to build on this finding in ways that
might maximize the benefits we observe.
The training software we used previously was developed for use with children. Past
participants have given mixed reviews of this software. While some enjoyed the training or
found it soporific, others reported that they found it too monotonous and un-motivating. We
therefore wish to explore the impact of different game mechanics in the delivery of auditory
training and have designed two different interactive games in the context of training for
tinnitus benefit. These games will deliver the same type of auditory training as the
software we currently use, but should be intrinsically motivating, i.e. be a game that the
people are motivated to play irrespective of any potential benefit for tinnitus. The game we
previously used is reactive, i.e. the sounds play and the player selects what they think is
the correct answer (odd one out).
The two new games we wish to test can be described as interactive, i.e. players control the
sound delivery and actively seek the correct answer: this may have additional benefit for
tinnitus.
Status | Completed |
Enrollment | 60 |
Est. completion date | April 2012 |
Est. primary completion date | April 2012 |
Accepts healthy volunteers | No |
Gender | Both |
Age group | 18 Years and older |
Eligibility |
Inclusion Criteria: (i) Chronic subjective tinnitus (experienced for over 6 months) (ii) Aged 18 + years old (iii) Not currently receiving treatment for tinnitus from the National Health Service or other sources Exclusion Criteria: (i) Significant distress (Beck anxiety score >25, Beck depression score >13) (ii) Hyperacusis (Khalfa Hyperacusis Questionnaire score >27) (iii) Significant bilateral hearing loss (>39 decibel at all tested frequencies) |
Allocation: Randomized, Endpoint Classification: Efficacy Study, Intervention Model: Parallel Assignment, Masking: Double Blind (Subject, Outcomes Assessor), Primary Purpose: Treatment
Country | Name | City | State |
---|---|---|---|
United Kingdom | NIHR Nottingham Hearing Biomedical Research Unit | Nottingham |
Lead Sponsor | Collaborator |
---|---|
Nottingham University Hospitals NHS Trust |
United Kingdom,
Hoare DJ, Van Labeke N, McCormack A, Sereda M, Smith S, Al Taher H, Kowalkowski VL, Sharples M, Hall DA. Gameplay as a source of intrinsic motivation in a randomized controlled trial of auditory training for tinnitus. PLoS One. 2014 Sep 12;9(9):e107430. d — View Citation
Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Other | Test of Everyday Attention | Pre and post intervention | 4 weeks | No |
Primary | Tinnitus Handicap Questionnaire | Two pre-intervention assessments & post intervention | 4 weeks | No |
Secondary | Tinnitus Handicap Inventory | Two pre-intervention assessments & post intervention | 6 weeks | No |
Secondary | psychoacoustic measures of tinnitus | Pre and post intervention measure | 4 weeks | No |
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