A Novel Auditory Application for Distraction in Pediatric Patients

Trial statusNot yet recruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexAll
Age4-17
SponsorStanford University

About this trial

This mixed-methods study seeks to evaluate the feasibility of Mystic Pets software and hardware within the pediatric population. This study will take place at Lucile Packard Children's Hospital (Stanford University, Palo Alto, CA).

Eligibility criteria

This trial does not accept healthy volunteers

Qualifiers

Between 4-17 years

English speaking participants

Disqualifiers

Legal guardian not present to obtain consent

Child with hearing impairment

Child with a significant neurological condition, or major developmental disability

Child with facial abnormalities or injuries prohibiting use of headsets

Trial design

Design model

Single group

Treatments tested in this trial

  • Mystics Pet

    Device

    Participants will receive the game intervention and be instructed to wear a Oculus Quest 2 headset (Meta, Inc., Menlo Park, CA) and participate in Mystic Pets software game (Stanford Chariot Program, Palo Alto, CA) that is specifically designed to promote overall distraction and emotional distress reduction.

Treatment groups

20 Participants
are divided into 1 treatment group
Group A: Mystics Pets groupExperimental treatment 1 intervention

Trial outcomes

Primary outcomes

1

Feasibility of Mystics Pets, based on an unpublished focus group interview guide at the Department of Anesthesiology, Stanford University

Participants will provide qualitative feedback on the acceptability and feasibility of the use of Mystics Pets. Example question will include: "Can you please tell me about your experience?"

Time frame
immediately after intervention

Secondary outcomes

1

ISO Ergonomic scale

The scale has 6 items. Scores ranges from 1-5 (1 = strongly disagree and 5 = strongly agree)

Time frame
immediately after intervention
2

System Usability Scale (SUS) Score

The scale has 10 items. Scores ranges from 1-5 (1 = strongly disagree and 5 = strongly agree)

Time frame
immediately after intervention
3

Game Engagement score

Game Engagement score measured by Game Engagement Questionnaire. The scale has 16 items. Scores ranges from 1-5 (1 = strongly disagree and 5 = strongly agree)

Time frame
immediately after intervention
4

Evaluate awe levels measured by Awe Experience Scale - Short Form

The scale has 12 items. Scores ranges from 1-7 (1 = strongly disagree and 7 = strongly agree)

Time frame
immediately after intervention

Other outcomes

Sponsors and contacts

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This trial is not recruiting at the moment. You can still explore other options: