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Clinical Trial Details — Status: Active, not recruiting

Administrative data

NCT number NCT05662826
Other study ID # 2000033736
Secondary ID
Status Active, not recruiting
Phase N/A
First received
Last updated
Start date January 17, 2023
Est. completion date June 2024

Study information

Verified date August 2023
Source Yale University
Contact n/a
Is FDA regulated No
Health authority
Study type Interventional

Clinical Trial Summary

This study is testing program where teens with type 1 diabetes play Meta Quest 2 virtual reality exercise games and talk, act, and paint about physical activity in virtual meetings with their peers and young adult role models. The outcomes are feasibility and user satisfaction.


Recruitment information / eligibility

Status Active, not recruiting
Enrollment 24
Est. completion date June 2024
Est. primary completion date June 2024
Accepts healthy volunteers No
Gender All
Age group 14 Years to 17 Years
Eligibility Inclusion Criteria: - Age of 14-17 years - Diagnosis of type 1 diabetes or other absolute insulin deficiency diabetes for =6 months - Moderate-to-vigorous physical activity less than half of recommended levels (defined as =3 days per week achieving =60min daily MVPA) - English literacy - Home Broadband wireless Internet (=25 mbps downloads, =3 mbps uploads on google Internet speed test). This is used in ~98% of US households. - Willing to use continuous glucose monitor for the duration of participation in the trial. - Willing to use a computer or smartphone with web camera. - Under regular care by a healthcare provider (defined as attending at least one appointment in the past year, plus access to verified 24hr phone number to reach the provider's team for insulin dose adjustments if assistance is needed) Exclusion Criteria: - A condition or disability besides type 1 diabetes that would preclude participation in group moderate-to-vigorous physical activity (e.g., cerebral palsy, current pregnancy)

Study Design


Related Conditions & MeSH terms


Intervention

Behavioral:
Avatar-based Social Physical Activity
Exercise, group discussions, role-playing skits, and group painting done in a virtual setting.

Locations

Country Name City State
United States Yale Children's Diabetes Program New Haven Connecticut

Sponsors (2)

Lead Sponsor Collaborator
Yale University American Heart Association

Country where clinical trial is conducted

United States, 

References & Publications (4)

Brooke, J. (1996). SUS-A quick and dirty usability scale. Usability evaluation in industry, 189(194), 4-7.

Chin WW, Salisbury WD, Pearson AW, Stollak MJ. Perceived cohesion in small groups: Adapting and testing the perceived cohesion scale in a small-group setting. Small Group Research. 1999;30(6):751-766.

Makransky, G., Lilleholt, L., & Aaby, A. (2017). Development and validation of the Multimodal Presence Scale for virtual reality environments: A confirmatory factor analysis and item response theory approach. Computers in Human Behavior, 72, 276-285.

Staiano, AE, Adams, MA, & Norman, GJ (2019). Motivation for Exergame Play Inventory: Construct validity and relationship to game play. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 13(3), article 7.

Outcome

Type Measure Description Time frame Safety issue
Primary Engagement Number of classes attended 4 weeks
Primary Satisfaction Score on a satisfaction survey that has been custom-designed for the components of this program. Scores range from 0 to 4. A higher score indicates greater satisfaction with the program. 4 weeks
Secondary Perceived cohesion Score on perceived cohesion scale (reference 1). Scores range from 0 to 6. A higher score indicates greater cohesion the participant felt among the group. 4 weeks
Secondary Motivation for exergame play Score on motivation for exergame play inventory (reference 2). Scores range from 0 to 4. A higher score indicates greater motivation to play the videogame. 4 weeks
Secondary Multimodal presence Score on multimodal presence scale (reference 3). Scores range from 0 to 4. A higher score indicates greater feeling of presence in the virtual world. 4 weeks
Secondary System usability Score on system usability scale (reference 4). Scores range from 0 to 4. A higher score indicates the system was more feasible to use. 4 weeks
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