Video Game Play to Alleviate Adolescent Anxiety
Part of paid clinical trials in Miami, Florida.
- Sponsor
- School of Health Sciences Geneva
- Study ID
- NCT05923944
- Status
- Recruiting
Conditions
- Anxiety
- Anxiety Disorders and Symptoms
Eligibility Criteria
- Sex
- ALL
- Age
- 11 Years - 15 Years
- Healthy Volunteers
- Accepted
Interventions
- Eco-Rescue — BEHAVIORALEcorescue 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.
- Bejelewed 3 — BEHAVIORALBejeweled 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).
Study Details
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.
Key Dates
- First listed
- Jun 28, 2023
- Start date
- Jun 1, 2024
- Status verified
- Sep 2026
- Primary completion
- Oct 31, 2027
- Completion
- Oct 31, 2027
Study Design
- Enrollment
- 150 participants (estimated)
- Allocation
- RANDOMIZED
- Intervention model
- PARALLEL
- Primary purpose
- BASIC_SCIENCE
Arms
- Experimental: Eco-Rescue - Attentional Control - interventionThe Eco-Rescue training intervention will be delivered through a dedicated video game installed on each participant's personal computer through the Steam platform, following a recommended training regimen of 30 minutes per day, 4 days per week for 6 weeks, for an expected total training duration of 12 hours.
- Experimental: Bejeweled 3 - Casual gaming - interventionThe Bejeweled 3 training intervention will be delivered through a dedicated video game installed on each participant's personal computer through the Steam platform, following a recommended training regimen of 30 minutes per day, 4 days per week for 6 weeks, for an expected total training duration of 12 hours.
- No Intervention: No-training interventionThe No-training intervention group does not involve any specific training program. Instead, participants assigned to this group will receive weekly phone calls, similar to the other groups, to answer the same questions as the other groups concerning their mental and emotional states and maintain regular contact throughout the 6-week study duration.
Primary Outcome Measure
Anxiety assessed through the Screen for Child Anxiety Related Emotional Disorders Child Version (SCARED-C; Birmaher et al. 1999) [ Time Frame: Change from baseline (T1) at 1 week after training completion (T2), and at 4 months after training completion (T3) ]
Central Contacts
- Naïma Gradi, PhD Student+33 6 31 85 49 96
- Swann Pichon, Professor+41 22 558 66 42
Locations (1)
| Facility | City | State | ZIP | Site coordinators |
|---|---|---|---|---|
| Center for Children and Families | Miami | Florida | 33199 | Jeremy Pettit, PhD (PRINCIPAL_INVESTIGATOR) |
Find similar trials in Miami, FL
Related Studies
- Anxiety Sensitivity Treatment to Reduce Anxiety in Alzheimer'sRecruiting · Florida State University · Tallahassee, Florida
- Radiotherapy Patient Education With Virtual RealityRecruiting · University of Miami · Miami, Florida
- Community Park-Based Programs for Health Promotion: Fit2Play Prospective Cohort StudyRecruiting · Duke University · Miami, Florida
- Community Park-Based Programs for Health Promotion: The Fit2Lead Prospective Cohort StudyRecruiting · Duke University · Miami, Florida