Reality PAWS Program for Children in Isolation
This study is looking at a new program called Reality PAWS, which uses a Meta Quest 3 virtual reality (VR) headset. This program lets children in the hospital who are in isolation interact with a virtual dog, like a facility dog would. The goal is to see if Reality PAWS is practical and safe for children aged 8 to 21 who are in isolation at Children's Hospital Colorado or Children's Hospital Los Angeles. The study will also check if it helps with pain, anxiety, and loneliness. We want to know if children will use the program and how well it works. The study plans to enroll 50 participants.
- Study design
- This is an interventional study, meaning participants will receive a specific program. It aims to enroll 50 participants.
- What's involved
- You would wear a Meta Quest 3 VR headset and interact with the Reality PAWS program for approximately 30 minutes during a study session.
- Compensation
- Not stated in the trial record.
- Follow-up
- The study will track recruitment feasibility throughout the study, which is an average of 6 months. Intervention feasibility will be measured from baseline until the study session completion.
AI-generated from the public study record. Only the study team can confirm whether you're eligible — confirm details with them before making decisions.
Feasibility of the Reality PAWS Program for Children in Isolation
At a glance
Conditions
Where it's being run
2 sites across 2 statesWho to contact
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Do you actually qualify for this trial?
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Inclusion
Exclusion
What this trial measures
- Recruitment FeasibilityThrough study completion, an average of 6 months.
Number of screened patients, number of eligible patients, number of enrolled patients, number of withdrawn patients, number of subsequent Reality Paws sessions received/requested by patients.
- Intervention Feasibility - Time Spent Using MRFrom baseline until study session completion, approximately 30 minutes.
Time spent using MR.
- Intervention Feasibility - SoftwareFrom baseline until study session completion, approximately 30 minutes.
Number of technology or software issues.
- Electonic Case Report Qualitative Feedback and ObservationsFrom baseline until study session completion, approximately 30 minutes.
Qualitative self-reported and observed experience on the electronic case report form related to patient's engagement in the MR.
- Measurement FeasibilityThrough study completion, an average of six months.
Percent of participants who completed all surveys. This will be determined by taking the number of survey's completed and dividing it by the total number of survey's.
- Child Simulator Sickness QuestionnaireCompleted at baseline and again at study session completion, approximately 30 minutes after completing the study intervention MR.
Assesses potential side effects of using Reality PAWS, children will provide ratings of simulator sickness using the 7-item Child Simulator Sickness Questionnaire. Consists of items related to potential side effects common to individuals after playing in virtual environments, such as "sickness, headache, and dizziness. The questionnaire asks about symptoms currently experienced as rated on a 0 - 2 scale, with 0 = No, 1 = A little, and 3 = A lot. There are three scoring categories: nausea, oculomotor, and disorientation, with specific questions falling under each category. Each category adds scores of three questions, and a score of three or more indicates simulator sickness.
- Borg Rating of Perceived ExertionAt intervention session completion, approximately 30 minutes after starting the MR intervention.
Children will rate their physical exertion after playing Reality PAWS using the Borg Rating of Perceived Exertion. This one-item scale consists of a single question asking children to rate their subjective feeling of exertion, without considering the kinds of physical demands that might lead to this feeling. The scale ranges from 6 (no exertion at all) to 20 (maximal exertion), with higher scores indicating higher levels of perceived exertion.
- Gold-Rizzo Immersion and PresenceCompleted at study session completion, approximately 30 minutes after completing the MR intervention.
The Gold-Rizzo Immersion and Presence assesses three domains: sense of involvement, perceived realism, and sense of transportation within the software. The measure contains 16 questions where patients can respond either "no," "a little," or "a lot." Higher total scores indicate a higher level of immersion.
- Amount of adverse or serious adverse eventsUntil study completion, about 6 months.
Number of adverse and/or serious adverse events.