RecruitingNot ApplicableNCT05923944

Video Game Play to Alleviate Adolescent Anxiety

Evaluating the Effect of Gamified Cognitive Training and of Casual Videogame Play on Anxiety in Adolescents: Protocol for a Randomized Controlled Trial


Sponsor

School of Health Sciences Geneva

Enrollment

150 participants

Start Date

Jun 1, 2024

Study Type

INTERVENTIONAL

Conditions

Summary

Adolescence is a critical period for the onset and maintenance of anxiety disorders, which raises the importance of intervening early; one possibility of doing so is via digital interventions. At least two lines of research have been explored in the past years in this area. First, studies have tested the anxiolytic effects of casual video games, hypothesizing that, through the induction of flow, these games can effectively distract individuals from anxiety-related thoughts and feelings. Second, the bidirectional link between poor attentional control and higher anxiety has led to the design of novel interventions aiming to improve attentional control such as working memory training studies. Importantly, action video games, classified as a distinct gaming genre, have been shown to enhance attentional control. In this study, we aim to compare the effects of action video game play and casual game play to a no-training group, assessing their potential to alleviate anxiety when delivered entirely online. The goal of this three- arms randomized controlled trial is to evaluate the feasibility of a 6-week video game training intervention to reduce adolescent anxiety-related symptoms. We will also examine the efficacy of the proposed treatment when entirely deployed at adolescents' home.


Eligibility

Min Age: 11 YearsMax Age: 15 Years

Plain Language Summary

Simplified for easier understanding

This study is testing whether a therapeutic video game can help reduce anxiety in anxious adolescents. The game is designed to train attention and emotional regulation skills in a fun and engaging way, and participants play it from home. Researchers want to know whether regular gameplay can meaningfully lower anxiety levels compared to a control group. **You may be eligible if:** - You are 11–15 years old - You or your parent scored high on a validated anxiety screening questionnaire (SCARED-Parent version score of 17 or higher) - You have access to a computer (Windows 7 or newer, or Mac OSX) and a reliable internet connection at home **You may NOT be eligible if:** - You have a current or past diagnosis of bipolar disorder, psychosis, or autism spectrum disorder - You have had a neurological injury such as a head injury - You are currently enrolled in another cognitive training program or intervention Talk to your doctor to see if this trial is right for you.

This summary was AI-generated to explain the trial in plain language. It is not medical advice. Always discuss eligibility with your doctor before enrolling in a clinical trial.

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Interventions

BEHAVIORALEco-Rescue

Ecorescue is a gamified adaptation of the multiple object tracking task (MOT) combined with a detection task. It requires to track the spatial position of specific moving targets among visually similar moving distractors, while at the same time detecting briefly flashed events. It was designed to load on attentional control and visuo-spatial working memory. Additionally, targets may express various facial emotions (happy, angry or neutral) requiring some emotional control in addition to attentional control.

BEHAVIORALBejelewed 3

Bejeweled 3 is a commercially available puzzle video game developed and edited by PopCap Games. The main objective is to swap two adjacent gems of seven colors to create a line or row of 3 or more gems of the same type. When these gems are aligned, they disappear, and points are earned. The goal is to get as many points as possible until it is impossible to line up gems. Bejeweled 3 offers a variety of game modes that players can freely explore at their own pace, enhancing the overall enjoyment and providing increased variability during each gaming session. These game modes typically have shorter durations, with a single game usually lasting less than 5 minutes. Bejeweled 3 was chosen as it requires fewer attentional resources compared to Eco-Rescue and because it was reported to reduce stress and anxiety in adult samples (Russoniello et al. 2009, 2013).


Locations(2)

University of Haifa

Haifa, Israel

University of Geneva

Geneva, Canton of Geneva, Switzerland

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NCT05923944


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