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Video Game Hearing Tests for Remote Monitoring of Ototoxicity (VAROT)

Imperial College London logo

Imperial College London

Status

Enrolling

Conditions

Hearing Loss
Video Games
Aminoglycoside-Induced Hearing Loss
Aminoglycoside Toxicity

Treatments

Other: Audio-training
Other: video game hearing tests

Study type

Interventional

Funder types

Other

Identifiers

NCT05847556
21HH7217

Details and patient eligibility

About

The reason for this clinical trial is to test different ways of carrying out hearing tests to be able to detect for hearing loss within the hospital and at home.

Pathway 1:

The goal of this clinical trial is to learn whether video game hearing tests work well to detect hearing loss caused by antibiotics at home in patients with long-term lung infections.

Pathway 2:

The goal of this clinical trial is to compare tablet-based (iPad) hearing tests with formal sound booth hearing tests in patients attending hospital outpatient clinics.

Pathway 3:

The goal of this clinical trial is to learn whether audio-training improves listening to speech in the presence of background noise. Researchers will compare participants receiving audio-training with those who did not receive audio-training. This will test if audio-training can improve participant's everyday listening experiences.

Full description

Aminoglycoside antibiotics are widely used in clinical practice to treat life-threatening infections. However, they are associated with ototoxicity leading to hearing loss, tinnitus and vestibular problems.

Mobile devices such as tablet audiometry have recently been validated as a screening tool for hearing loss in an adult cystic fibrosis cohort demonstrating good sensitivity, specificity and positive predictive value when compared to formal sound booth audiometry (Vijayasingam 2020).

Technology from the BEARS project is being adapted to integrate hearing tests within video games and virtual reality software. This technology (Spatial Speech in Noise virtual reality (SSIN-VR) test) will then be used as a tool to perform hearing tests to see if it can detect ototoxicity in adult patients receiving ototoxic agents. The video game-based virtual reality technology (Spatial Speech in Noise and Localisation (SSIN-Loc Training)) will be used to train and potentially improve spatial hearing. This can be done remotely at the convenience of the patient and aims to be an effective way of monitoring hearing autonomously with high usability.

There are 3 pathways within this study:

Pathway 1 (monitoring ototoxicity) is a pilot study to measure the utility and effectiveness of video game-based virtual reality (SSIN-VR) hearing tests as an effective means to monitor hearing loss in patients receiving ototoxic agents. It will be compared with tablet-based audiometry carried out by non-specialist staff, and formal standard sound-booth extended high-frequency audiometry performed by an audiologist. 30 patients receiving an ototoxic agent, presenting at one of the recruiting centres, will be recruited into this pathway.

Pathway 2 is a prospective observational cohort study which continues to validate the use of tablet-based audiometry compared with formal standard sound-booth extended high-frequency audiometry performed by an audiologist. 80 patients, presenting at one of the recruiting centres, will be prospectively recruited into this pathway.

Pathway 3 is a pilot study which assesses whether audio-training (SSIN-Loc training) with video game-based virtual reality (SSIN-VR) hearing tests can improve spatial hearing perception and speech intelligibility. 30 participants will be recruited into this pathway. They will be randomised to either the intervention group (Arm 1) or the control group (Arm 2). All participants will carry out a baseline video game-based virtual reality hearing (SSIN-VR) test in the first week.

Enrollment

140 estimated patients

Sex

All

Ages

16+ years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • All patients ≥16 years old intended to receive >1 day of an ototoxic agent (Pathway 1)
  • All patients ≥16 years old (Pathways 2 and 3)
  • Able to provide informed consent to participate in study (written and witnessed).

Exclusion criteria

  • Inability of patient to provide informed consent.
  • Patients with previous diagnosed visual impairment that cannot be corrected with glasses.
  • Inability to attend audiology appointments due to state of health.
  • Pregnant women.

Trial design

Primary purpose

Diagnostic

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

None (Open label)

140 participants in 4 patient groups

Monitoring of ototoxicity
Experimental group
Description:
Video game hearing tests will be used to determine if they can effectively monitor changes in hearing function over time remotely.
Treatment:
Other: video game hearing tests
Tablet-based audiometry validation
No Intervention group
Description:
Further validation of tablet-based audiometry compared to formal sound-booth audiometry.
Audio-training - intervention arm
Experimental group
Description:
Audio-training with video game hearing tests will be used to determine if it can improve spatial hearing perception.
Treatment:
Other: Audio-training
Audio-training - control arm
No Intervention group
Description:
No audio-training but video game hearing tests will be used as a comparator arm to identify if audio-training can improve spatial hearing perception.

Trial contacts and locations

2

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Central trial contact

Jamie Cheong

Data sourced from clinicaltrials.gov

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