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.
COMPLETED
NA
541 participants
Baseline (Week 0), Week 4
2024-09-19
Participant Flow
Participants were recruited between June 1, 2021 and July 1, 2022 using emails and online research listings.
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
| 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
| 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 4Population: 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
| 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 4Population: 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
| 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
| 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 4Population: 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
| 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
Treatment as Usual
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
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place