Clinical Trials About "Viora Excited Present Consumer Brand Viora Life Game" RSS

18:52 EDT 15th September 2019 | BioPortfolio

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Showing "Viora Excited Present Consumer Brand Viora Life Game" Clinical Trials 1–25 of 18,000+


Characterization of Epilepsy Patients BEEP 2b

Some epilepsy patients are described as GB when they have worsened seizures or side effects related to switching between brand name and generic, or between generic antiepileptic drug (AED) products. In concert with Aim 1 (protocol BEEP2a), this study will uncover possible reasons for patient problems with the drug switching. Factors that will be studied in GB epilepsy patients include physiologic, psychological, and genetic factors, including in this protocol whether brand and ...

iVision - Development of a Game-based Therapy for Children With Cerebral Visual Impairment

The objective of the present study is to develop a therapeutic, adaptive, and enjoyable game that will be used by children with CVI between the mental age of 3 and 12 years. Such a game will be easy to use and implement by the children, their parents, and therapists.

Changes in Adherence After Playing "My Life With CF" Game

Nonadherence to treatment regimes among patients with cystic fibrosis (CF) is well documented in the literature. Unfortunately, few interventions have been successful at improving adherence rates in this patient population. Within the pediatric population, specifically adolescents, attitude toward treatment directly effects adherence to treatment. Changing attitude includes making conscious decisions regarding adherence or non-adherence and should include an understanding of wh...

Protein for Life: Towards a Focused Dietary Framework for Healthy Ageing. Consumer Assessment of High Protein Biscuits

As part of the Protein for Life project, design rules have been established which outline the processes which need to be considered when designing higher protein products. These design rules have been used to create a range of exemplar higher protein biscuits. Consumer feedback is needed to validate the set of design rules. This project will assess the consumer acceptance of higher protein biscuits made from plant and animal based proteins.

Effect of Violent First-Person Shooter (FPS) Video Games on Shooting Accuracy

The present research tests the effects of violent shooting games on behavior within the game (Pilot Study) and on behavior after the game is turned off (Experiment Proper). The Experiment Proper is an exact replication of a previous study conducted in our lab that was retracted (see citation), but with a larger sample to get more reliable results (N=287 rather than N=151).

Consumer Engagement to Increase Advance Care Planning

The specific aims of the project are: 1) to test the effectiveness of consumer-directed financial incentives paired with provider-directed financial incentives, compared to provider-directed financial incentives alone, for increasing advance care planning (ACP) among Medicaid beneficiaries; and 2) to assess perceptions regarding the appropriateness of consumer-directed financial incentives for ACP among study participants. The investigators hypothesize that consumer-directed fi...

An Accessible Digital Intervention to Promote HIV Testing/Counseling and Prevention Among Adolescents

This is Phase II of a study previously registered on (NCT02812329). Phase II focuses on adapting and expanding the reach of a previously developed video game aimed at HIV prevention. The game will be adapted to include web access/distribution and be evaluated using a randomized controlled trial.

Cost and Quality in Consumer Sunscreen Preferences

This study seeks to determine what price consumers are willing to pay for a sunscreen product containing their ideal combination of attributes or qualities. This study will assess consumer preferences for various sunscreen qualities, as well as the relative contribution of each preference to the consumer's monetary valuation of a complete sunscreen product. The hypothesis is that respondents' willingness to pay for each sunscreen attribute will vary by demographic characteristi...

AZ@GAME-Eco: Economic Assessment of Serious Games for the Management of Alzheimer's Disease and Related Disorders

The main objective of AZ@GAME ECO is to evaluate the cost-utility of the management of patients suffering from Alzheimer's disease using a serious game providing cognitive and physical straining compared to a usual management. Among the secondary objectives it is important to assess the real life feasibility in different types of care structures.

The Feasibility of Delivering Consumer-based Meditation Applications to Myeloproliferative Neoplasm Patients

This study was a four-group randomized pilot trial in myeloproliferative neoplasm (MPN) patients. Patients were recruited nationally through organizational partners and social media. Eligible and consented patients were enrolled into one of four groups, two of which received varying orders of two consumer-based apps (unnamed consumer-based [CB] app and Calm App) and two that received one of the apps alone for the second four weeks of the eight week intervention after an educati...

Innovative Biofeedback Interface for Enhancing Stroke Gait Rehabilitation

This study will conduct a preliminary evaluation of and obtain user data on a novel game-based visual interface for stroke gait training. Study participants will complete one session comprising exposure to gait biofeedback systems in an order determined by block randomization (3 blocks). Participants will be exposed to 3 types of biofeedback interfaces: - the anterior ground reaction forces (AGRF) biofeedback game (projector-display, non-augmented reality [AR]) ...

Family Consumer Behaviors, Adolescent Prediabetes and Diabetes

The aim of this study was to examine the association between family consumer behaviors (healthy food availability and supermarket spending) and adolescent prediabetes and diabetes.

Evaluation of a Video Game for Adolescents and Young Adults With Cancer

The purpose of this study is to determine the effects of playing the interactive video game, Re-Mission, on patient outcomes, including adherence to medical treatment regimes, self-care behaviors, quality of life, stress, communication, control, and knowledge.

IV Iron Safety: Evaluation of Iron Species in Healthy Subjects

An approved treatment for anemia or low blood count due to chronic kidney disease is IV (intravenous, given into the vein) injection of an iron treatment. IV iron increases iron in the blood. Many IV iron therapies are now available in both brand name and generic forms. One common IV iron product is sodium ferric gluconate (SFG) sold as brand name Ferrlecit. Recently, a generic version of Ferrlecit was approved but was felt to be possibly more toxic than the brand product. The ...

Serious Game for Parkinson's Disease Patients

In this study the investigators aim to assess the feasibility and acceptability of a serious game to rehabilitate gait and balance disorders in 10 patients with Parkinson's disease previously operated for deep brain stimulation of the sub thalamic nucleus.

Effect of Game Based Approach on Oxygenation, Functional Capacity and Quality of Life in Primary Ciliary Dyskinesia

Impaired pulmonary function, decreased physical activity, functional capacity and depending on these factors are reported in patients with primary ciliary dyskinesia in recent studies. The purpose of this study to evaluate the effects of game based approach on pulmonary function, functional capacity and quality of life in patients with primary ciliary dykinesia.

Using Serious Games to Improve Social Skills in Autism

The investigators will conduct a small-scale randomized control trial comparing the intervention game to an active control game, and will assess outcomes at multiple time points (pre-, post-, 6-month follow-up). These outcomes will include a wide range of behaviors that are measured along a continuum from controlled lab-based tasks to uncontrolled, real-world social interactions between dyads.

Influence of Sit Muscle Strength Training and Game on Elderly

Objective: The study aims to understand the physical function, body composition, mental state, behavior, depression, and life quality change of the elderly in a long-term care before and after the intervention. Four interventional activities are sitting strength training, games, sitting strength training with games, and health education.

Asthma Education Using Child Life Services and an Asthma-based Computer Game

This is a single center pilot study designed to evaluate the effectiveness of an asthma education program in the pediatric emergency department. Asthma has reached epidemic proportions. Nine million American children are affected in the United States alone. This problem has increased 75% from 1980 to 1994, with a staggering 160% increase seen in children less than five years old.1 The American Lung Association has targeted this overwhelming problem on both national and local ...

Effects of a Serious Game With Elderly People

Assessment of the effect of a 12 weeks serious game based exercises program on physical performance in older adults living in nursing homes, in comparison with a control group that benefits from a classical exercise training program including balance, muscle strengthening and walking exercises with the same duration.

Implementation and Dissemination of an Evidence-Based Tobacco Product Use Prevention Videogame Intervention With Adolescents

To examine the effects on participants who play the smokeSCREEN game in that the game will have positive changes in their attitudes, beliefs, knowledge, intentions, behaviors and other outcomes related to smoking and tobacco products.

Trial of a Video Game Intervention to Recalibrate Physician Heuristics: A Followup Study

The objective of this study is to measure the duration of two different types of interventions to change physician decision making in trauma triage: a video game and an educational program.

Brain Changes With Game Training in Aging

The purpose is to use MRI to investigate brain changes associated with playing a race car video game for 90 minutes in aging adults both with and without early signs of dementia.

Computer-based Social Skills Training for Autism Spectrum Disorder

The primary objective of this study is to evaluate changes in subject performance on social skills assessments after engaging in a gaze-controlled video game that leverages ABA principles of learning, in comparison to an alternative game. The secondary objectives of this study are to evaluate changes in subject gaze patterns during social skills assessments after engaging in the video game, including in comparison to an alternative game and to evaluate possible correlations in ...

Using Game Mechanics to Improve Outcomes Among Stem Cell Transplant Survivors

Objectives: Aim 1. Develop a prototype intervention electronic game that implements a baseline testable feature set, including features for social networking within a virtual game space, managing an intermittent mediated reward cycle, goal setting and tracking, and collaborative problem solving. Aim 2. Evaluate the technical merit, feasibility, user perception and acceptance of the prototype system with adolescents and young adults (AYAs) allogeneic hematopoietic stem c...

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