Trial Outcomes & Findings for A Lead-in Study Evaluating Efficacy of GuessWhat Mobile App Therapy for Children With Autism (NCT NCT04739982)

NCT ID: NCT04739982

Last Updated: 2024-09-19

Results Overview

Vineland Adaptive Behavior Scales, 3rd edition (VABS-3) Socialization subscale of the Parent/Caregiver Comprehensive form will be administered online to the parents. Scores from the socialization domain of the VABS-III reflects one's functioning in social situations. The socialization subscale is up to 112 items depending on age and development, where raw scores are converted to IQ-type standard scores with mean 100 and standard deviation of 15, and factor in age equivalents, growth scale values, and higher scores indicate better adaptive functioning. The range for each subscale is 20 to 140.

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

541 participants

Primary outcome timeframe

Baseline (Week 0), Week 4

Results posted on

2024-09-19

Participant Flow

Participants were recruited between June 1, 2021 and July 1, 2022 using emails and online research listings.

Participant milestones

Participant milestones
Measure
Treatment
The GuessWhat app is a charades style game and app that engages parent and child in fluid social interaction where the parent must guess what the child is acting out based on the prompt shown on the phone screen. Participants will use their own personal phone to download the study app. Parent and child will be encouraged to play using the emojis and emotion game mode at least 3 individual game sessions per week. Parents are asked to play GuessWhat with their child 3-4 times per week for 4 weeks.
Treatment as Usual
Participants in control group will continue their treatment as usual.
Overall Study
STARTED
322
219
Overall Study
Completed Week 4 Survey
127
149
Overall Study
COMPLETED
127
149
Overall Study
NOT COMPLETED
195
70

Reasons for withdrawal

Reasons for withdrawal
Measure
Treatment
The GuessWhat app is a charades style game and app that engages parent and child in fluid social interaction where the parent must guess what the child is acting out based on the prompt shown on the phone screen. Participants will use their own personal phone to download the study app. Parent and child will be encouraged to play using the emojis and emotion game mode at least 3 individual game sessions per week. Parents are asked to play GuessWhat with their child 3-4 times per week for 4 weeks.
Treatment as Usual
Participants in control group will continue their treatment as usual.
Overall Study
Lost to Follow-up
176
65
Overall Study
Withdrawal by Subject
19
0
Overall Study
Protocol Violation
0
5

Baseline Characteristics

A Lead-in Study Evaluating Efficacy of GuessWhat Mobile App Therapy for Children With Autism

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
Treatment
n=127 Participants
The GuessWhat app is a charades style game and app that engages parent and child in fluid social interaction where the parent must guess what the child is acting out based on the prompt shown on the phone screen. Participants will use their own personal phone to download the study app. Parent and child will be encouraged to play using the emojis and emotion game mode at least 3 individual game sessions per week. Parents are asked to play GuessWhat with their child 3-4 times per week for 4 weeks.
Treatment as Usual
n=149 Participants
Participants in control group will continue their treatment as usual.
Total
n=276 Participants
Total of all reporting groups
Age, Categorical
<=18 years
127 Participants
n=5 Participants
149 Participants
n=7 Participants
276 Participants
n=5 Participants
Age, Categorical
Between 18 and 65 years
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
Age, Categorical
>=65 years
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
Age, Continuous
7.89 years
n=5 Participants
7.47 years
n=7 Participants
7.66 years
n=5 Participants
Sex: Female, Male
Female
33 Participants
n=5 Participants
31 Participants
n=7 Participants
64 Participants
n=5 Participants
Sex: Female, Male
Male
94 Participants
n=5 Participants
118 Participants
n=7 Participants
212 Participants
n=5 Participants
Race/Ethnicity, Customized
American Indian or Alaska Native
1 Participants
n=5 Participants
6 Participants
n=7 Participants
7 Participants
n=5 Participants
Race/Ethnicity, Customized
Black or African American
19 Participants
n=5 Participants
18 Participants
n=7 Participants
37 Participants
n=5 Participants
Race/Ethnicity, Customized
East Asian
7 Participants
n=5 Participants
13 Participants
n=7 Participants
20 Participants
n=5 Participants
Race/Ethnicity, Customized
Hispanic or Latino
18 Participants
n=5 Participants
23 Participants
n=7 Participants
41 Participants
n=5 Participants
Race/Ethnicity, Customized
Middle Eastern
2 Participants
n=5 Participants
0 Participants
n=7 Participants
2 Participants
n=5 Participants
Race/Ethnicity, Customized
Native Hawaiian or Other Pacific Islander
2 Participants
n=5 Participants
2 Participants
n=7 Participants
4 Participants
n=5 Participants
Race/Ethnicity, Customized
South Asian
5 Participants
n=5 Participants
15 Participants
n=7 Participants
20 Participants
n=5 Participants
Race/Ethnicity, Customized
Unknown / Not Listed
34 Participants
n=5 Participants
42 Participants
n=7 Participants
76 Participants
n=5 Participants
Race/Ethnicity, Customized
Caucasian/White
47 Participants
n=5 Participants
47 Participants
n=7 Participants
94 Participants
n=5 Participants
Vineland Adaptive Behavior Scales-3 Socialization Subscale Standard Score
72.30 score on a scale
STANDARD_DEVIATION 16.68 • n=5 Participants
66.97 score on a scale
STANDARD_DEVIATION 18.42 • n=7 Participants
69.42 score on a scale
STANDARD_DEVIATION 17.84 • n=5 Participants
Parental Stress Scale Score
47.06 score on a scale
STANDARD_DEVIATION 9.13 • n=5 Participants
47.95 score on a scale
STANDARD_DEVIATION 9.81 • n=7 Participants
47.54 score on a scale
STANDARD_DEVIATION 9.40 • n=5 Participants
Mobile Autism Risk Assessment
-3.39 score on a scale
n=5 Participants
-3.82 score on a scale
n=7 Participants
-3.62 score on a scale
n=5 Participants

PRIMARY outcome

Timeframe: Baseline (Week 0), Week 4

Population: Participants who completed follow-up survey at week 4

Vineland Adaptive Behavior Scales, 3rd edition (VABS-3) Socialization subscale of the Parent/Caregiver Comprehensive form will be administered online to the parents. Scores from the socialization domain of the VABS-III reflects one's functioning in social situations. The socialization subscale is up to 112 items depending on age and development, where raw scores are converted to IQ-type standard scores with mean 100 and standard deviation of 15, and factor in age equivalents, growth scale values, and higher scores indicate better adaptive functioning. The range for each subscale is 20 to 140.

Outcome measures

Outcome measures
Measure
Treatment
n=127 Participants
The GuessWhat app is a charades style game and app that engages parent and child in fluid social interaction where the parent must guess what the child is acting out based on the prompt shown on the phone screen. Participants will use their own personal phone to download the study app. Parent and child will be encouraged to play using the emojis and emotion game mode at least 3 individual game sessions per week. Parents are asked to play GuessWhat with their child 3-4 times per week for 4 weeks.
Treatment as Usual
n=149 Participants
Participants in control group will continue their treatment as usual.
Change in Parent Reported Socialization Based on the Vineland Adaptive Behavior Scales 3rd Edition (VABS-3) Parent/Caregiver Socialization Subscale, From Baseline to Week 4
.56 score on a scale
Standard Error .98
.23 score on a scale
Standard Error .96

SECONDARY outcome

Timeframe: Baseline (Week 0), Week 4

Population: Participants who completed follow-up survey at week 4

The Parental Stress Scale is an 18-item parent report scale that evaluates the extent of parent stress. Scores range from 18-90, where higher scores indicate a higher level of Parental stress. Parents completed this survey, but were not considered to be enrolled in the study.

Outcome measures

Outcome measures
Measure
Treatment
n=127 Participants
The GuessWhat app is a charades style game and app that engages parent and child in fluid social interaction where the parent must guess what the child is acting out based on the prompt shown on the phone screen. Participants will use their own personal phone to download the study app. Parent and child will be encouraged to play using the emojis and emotion game mode at least 3 individual game sessions per week. Parents are asked to play GuessWhat with their child 3-4 times per week for 4 weeks.
Treatment as Usual
n=149 Participants
Participants in control group will continue their treatment as usual.
Change in Parental Stress Scale - From Baseline to Week 4
-5.18 units on a scale
Standard Error .76
-7.01 units on a scale
Standard Error 1.17

SECONDARY outcome

Timeframe: Baseline through week 4 (assessed at week 4)

Population: Participants with available data. Only the Treatment Group is included in the analysis, as the Treatment as Usual Group did not use the app.

App usage data by participants (children) comprised of number of MojiMatch and Charades Games started.

Outcome measures

Outcome measures
Measure
Treatment
n=90 Participants
The GuessWhat app is a charades style game and app that engages parent and child in fluid social interaction where the parent must guess what the child is acting out based on the prompt shown on the phone screen. Participants will use their own personal phone to download the study app. Parent and child will be encouraged to play using the emojis and emotion game mode at least 3 individual game sessions per week. Parents are asked to play GuessWhat with their child 3-4 times per week for 4 weeks.
Treatment as Usual
Participants in control group will continue their treatment as usual.
GuessWhat App Usage Data
15.77 number of games
Standard Deviation 25.43

SECONDARY outcome

Timeframe: Baseline (Week 0), Week 4

Population: Participants with available data.

Study team used an image based emotion recognition task where participants (children) will select the emotion that corresponds to an emotional facial image in the form of a GIF (Graphics Interchange Format) image. Participants select 1 of 8 available Ekman emotion labels for 16 facial emotional image stimuli presented in random order. Correct responses will be measured against a predetermined majority rules consensus of the emotional content of the GIFs. Scores range from 0 (no emotional image stimuli correctly identified) to 16 (all correctly identified).

Outcome measures

Outcome measures
Measure
Treatment
n=97 Participants
The GuessWhat app is a charades style game and app that engages parent and child in fluid social interaction where the parent must guess what the child is acting out based on the prompt shown on the phone screen. Participants will use their own personal phone to download the study app. Parent and child will be encouraged to play using the emojis and emotion game mode at least 3 individual game sessions per week. Parents are asked to play GuessWhat with their child 3-4 times per week for 4 weeks.
Treatment as Usual
n=102 Participants
Participants in control group will continue their treatment as usual.
Change in Emotion Recognition From Baseline to Week 4
-.37 score on a scale
Standard Deviation 4.34
-1.12 score on a scale
Standard Deviation 3.42

Adverse Events

Treatment

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Treatment as Usual

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

Adverse event data not reported

Additional Information

Kaiti Dunlap, Clinical Research Coordinator

Stanford University

Phone: 650-497-9214

Results disclosure agreements

  • Principal investigator is a sponsor employee
  • Publication restrictions are in place