An interventional study of Story-Based Digital Game in Hemodialysis, Game-Based Learning and Adherence, sponsored by Afra ÇALIK. Completed at 1 site in Turkey (Türkiye). Open to participants aged 18 Years to 80 Years. Per ClinicalTrials.gov, last updated 2025-09-05.
Sponsored by Afra ÇALIK · Not applicable, Interventional, and Supportive care
This clinical study is testing whether a short, story-based digital game played during dialysis can help improve the health and well-being of patients receiving hemodialysis. The researchers believe that using a digital game with an engaging storyline may help reduce anxiety, increase knowledge about healthy eating, and encourage patients to better follow their treatment plans.
The main hypothesis is that this interactive game will lead to lower anxiety levels, better understanding of dietary rules, and higher treatment adherence compared to standard care alone.
4,868 studies on the registry are indexed under Anxiety Disorders; 1,390 are open to participants now.
This study's enrollment of 40 is below the median of 80 across 4,174 interventional studies indexed under Anxiety Disorders.
Browse Anxiety Disorders studies →This is the only study on the registry with Afra ÇALIK as lead sponsor.
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Exclusion Criteria:
Participants in this arm received a short, story-based digital game intervention during their hemodialysis sessions. The game was played once per week for 4 weeks, with each session lasting approximately 10-15 minutes. The game aimed to reduce anxiety, improve treatment adherence, and increase dietary knowledge by engaging patients in interactive scenarios related to dialysis care.
Behavioral: Story-Based Digital Game
Participants in this arm received standard hemodialysis care without any additional digital game or educational intervention. They followed the usual treatment routines provided by the dialysis unit.
Participants in this arm played a story-based digital game during their regular hemodialysis sessions. The game was administered once per week, with each session lasting approximately 10 to 15 minutes, over a 4-week period. The game was accessed via an online platform and designed to educate patients on dietary choices, fluid management, and dialysis self-care through interactive storytelling and decision-making tasks.
Change in Treatment Adherence Score
Assessed using the End-Stage Renal Disease Adherence Questionnaire to measure adherence to dialysis schedules and treatment routines.
Time frame: Baseline, Week 2, Week 4
Change in Dietary Knowledge Score
Measured using the Hemodialysis Patients' Diet Knowledge Scale.
Time frame: Baseline, Week 2, Week 4
Change in Anxiety Level
Assessed using the State Anxiety Inventory (STAI-S) to measure perceived anxiety during treatment.
Time frame: Baseline, Week 2, Week 4
Game Experience Score (GAMEX)
Evaluated only in the intervention group using the Game Experience Questionnaire to assess enjoyment, absorption, and other psychological effects of gameplay.
Time frame: Immediately after first game session
Documents are hosted by the registry — open the source record to download them.
Plan to share: No — Individual participant data (IPD) will not be shared because the study results are currently under consideration for publication, and data sharing may interfere with the peer-review and publication process.
This study is completed, as verified in Aug 2025. You cannot join it, but the record below documents what was studied.
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