Clinical trial · Interventional
A Videogame Intervention for Children With Cancer
Development and Testing of a Videogame Intervention for Improving the Health-related Quality of Life (HrQOL) of Children With Cancer
- Source
- ClinicalTrials.gov
- Retrieved
- Sep 8, 2026
- Layer
- normalized (units and labels harmonized; values unchanged)
- Run
- ING-CLINICALTRIALS-20260908-000001
Summary
Brief summary (as posted)
The investigators aim to improve the quality of life and well-being of children with cancer in low- and middle-income countries through a videogame intervention. In this study, first, the investigators will identify common symptoms faced by children with cancer during their cancer treatment and their parents. Based on what they share, the investigators will develop a videogame to teach children how to manage their symptoms at home. The investigators will provide the videogame intervention to a group of children with cancer, and the other group will receive general Whatsapp messages to improve their overall health. Through survey questions, the investigators will test the videogame intervention from the first group of children to see whether their symptom distress decreased and their quality of life improved. The investigators will also test the videogame intervention for its usefulness, through interviews from children, their parents, and healthcare providers.
Conditions
Conditions (1)
Free-text conditions as registered, with the CancerIndex entity they were reconciled to and the match type.
| Condition (as posted) | Mapped entity | Match | Confidence |
|---|---|---|---|
| Cancer | Malignant Neoplasm | ALIAS | 0.90 |
Interventions
Interventions (2)
| Intervention | Type | Mapped drug | Match |
|---|---|---|---|
| Videogame | Behavioral | — | UNRESOLVED |
| Behavioral | — | UNRESOLVED |
Design
Arms and outcomes
Arms (2)
- type
- EXPERIMENTAL
- label
- Intervention Group
- description
- Children will be provided with the videogame through which we will teach them symptom management strategies.
- interventionNames
- Behavioral: Videogame
- type
- ACTIVE_COMPARATOR
- label
- Attention Control Group
- description
- An attention control group will be used in this study for comparison with the intervention group. Children of the attention control group will receive weekly WhatsApp messages on general health behaviours.
- interventionNames
- Behavioral: WhatsApp
Primary outcomes (2)
- measure
- Determine change in the Health-related Quality of Life (HRQOL) between study groups, from baseline at eight weeks, on the Pediatric Quality of Life Inventory Generic Core Scale (PedsQL 4.0).
Eligibility
Eligibility (as posted)
- Sex
- All
- Minimum age
- 8 Years
- Maximum age
- 18 Years
Show eligibility criteria text
Inclusion Criteria: * 8-18 years old * Diagnosed with any type and stage of cancer within six months of the diagnosis. * Receiving active treatment * Can comprehend Urdu and/or English language * Have access to an android smartphone/tablet for at least 30 minutes/day to play the video game (either they or their parents own a smartphone) * Provide informed assent and their parents provide written permission/consent. Exclusion Criteria: * Severely or critically ill * Admitted only for blood transfusion without a diagnosis of cancer * Receiving palliative treatment. * Have presence of any diagnosed sight, hearing, cognitive impairment, or upper limb deformity limiting them to play the videogame. * If already playing any videogame having the same content
References
Publications (1)
- DERIVEDSajjad S, Gul RB, Sayani S, Fadoo Z, Abbasi AN, Barolia R. Development and testing of a videogame intervention for symptom management among 8-18 years old children with cancer: a study protocol. BMJ Paediatr Open. 2024 Oct 16;8(1):e002679. doi: 10.1136/bmjpo-2024-002679. PMID 39414341