Using Serious Game Technology to Improve Sensitivity to Eye Gaze in Autism
NCT ID: NCT02968225
Last Updated: 2021-03-05
Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
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COMPLETED
PHASE2
40 participants
INTERVENTIONAL
2016-08-31
2018-10-31
Brief Summary
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
TREATMENT
DOUBLE
Study Groups
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Computer Game
All Computer Game participants will complete:
* online screening
* Diagnostic and eye-tracking pre-testing
* 2 month intervention
* Eye-tracking post-testing
Computer Game
The game involves viewing subtle nonverbal behaviors of game characters for the purpose of executing their own goal-directed behavior in the game related to solving various crimes. The learning involves interpreting nonverbal cues on the animated characters, such as pointing, head turns, eye gaze cues.
Waitlist control
All Treatment as usual control participants will complete:
* online screening
* Diagnostic and eye-tracking pre-testing
* Eye-tracking post-testing
No interventions assigned to this group
Interventions
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Computer Game
The game involves viewing subtle nonverbal behaviors of game characters for the purpose of executing their own goal-directed behavior in the game related to solving various crimes. The learning involves interpreting nonverbal cues on the animated characters, such as pointing, head turns, eye gaze cues.
Eligibility Criteria
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Inclusion Criteria
2. parent/caregiver and adolescent with ASD both native English speakers,
3. adolescent with ASD aged between 10-18 years at enrollment,
4. adolescent has normal vision and hearing with correction as indicated by parent report,
5. adolescent is able to use a computer for the purposes of game play,
6. adolescent scores \> 80% correct (i.e., 0.5 SD less than M of TD adolescents) on online eye gaze screening task,
7. ASD diagnosis of adolescent confirmed in lab via the Autism Diagnostic Observation Schedule,
8. Full Scale IQ of adolescent determined to be between 70-130 on the Kaufman Brief Intelligence Test,
9. reading ability of adolescent determined to be at least a second grade level as assessed by the Oral and Written Language Scales,
10. adolescent is capable of cooperating with testing,
11. parent/caregiver and adolescent both consent/assent to participate in the research.
Exclusion Criteria
2. family lacks stable home internet,
3. parent or adolescent refuses to consent/assent to take part in the research,
4. adolescent is 18 and has a legal guardian, prohibiting him/her from legally consenting, or
5. adolescent is 18 and cannot understand the consent (i.e., fails consent quiz).
10 Years
18 Years
ALL
No
Sponsors
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National Institute of Mental Health (NIMH)
NIH
Penn State University
OTHER
Responsible Party
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K. Suzanne Scherf
Associate Professor of Psychology
Principal Investigators
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Suzy Scherf, PhD
Role: PRINCIPAL_INVESTIGATOR
Penn State University
Locations
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Pennsylvania State University
University Park, Pennsylvania, United States
Countries
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References
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Scherf KS, Griffin JW, Geier CF, Smyth JM. Social visual attention as a treatment outcome: evaluating the social games for autistic adolescents (SAGA) intervention. Sci Rep. 2024 Jan 5;14(1):619. doi: 10.1038/s41598-024-51332-z.
Scherf KS, Griffin JW, Judy B, Whyte EM, Geier CF, Elbich D, Smyth JM. Improving sensitivity to eye gaze cues in autism using serious game technology: study protocol for a phase I randomised controlled trial. BMJ Open. 2018 Oct 4;8(9):e023682. doi: 10.1136/bmjopen-2018-023682.
Related Links
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Improving sensitivity to eye gaze cues in autism using serious game technology: study protocol for a phase I randomised controlled trial
Other Identifiers
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