What this study is
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.
What's being tested
- Eco-Rescue
Intervention · BEHAVIORAL
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.
- Bejelewed 3
Intervention · BEHAVIORAL
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).
Study details
- Official title
- 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
- Conditions
- Anxiety · Anxiety Disorders and Symptoms
- Enrolling
- 150 people
- Starts
- 2024-06-01
- Est. completion
- 2027-10
- Design
- Double-blind, randomized, parallel groups
- Record
- View on ClinicalTrials.gov ↗
Who can join
Age 11 Years – 15 YearsSex ALLHealthy volunteers AcceptedYou may qualify if
- Adolescents aged 11-15 years
- Elevated anxiety symptoms, defined as a total score of ≥15 on the 41-item parent-report version of the Screen for Child Anxiety Related Emotional Disorders (SCARED).
- Access to a computer (at least Windows 7 or Mac OSX) at home and a reliable internet connection
You can't join if
- DSM diagnoses of Bipolar, Psychosis, Autism Spectrum Disorder, present or past.
- Neurological injury (i.e. head injury)
- Currently enrolled in another cognitive training intervention
Sign in and we'll check these against your records.Full criteria on ClinicalTrials.gov ↗
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Study locations (3)
3 openCenter for Children and Families
Miami, Florida, United States
- Jeremy Pettit Pr, PhD · Contact305-348-1671jpettit@fiu.edu
- Jeremy Pettit, PhD · Principal investigator
Recruiting
2 sites outside the US
University of Haifa
Haifa, Israel
- Tomer Shechner, Professor · Contact+972 545 588 522tshechner@psy.haifa.ac.il
- Tomer Shechner, Professor · Principal investigator
RecruitingUniversity of Geneva
Geneva, Canton of Geneva, Switzerland
- Naïma Gradi, PhD Student · Contactnaima.gradi@unige.ch
- Swann Pichon, Professor · Contact+41 22 558 66 42swann.pichon@hesge.ch
- Swann Pichon, Professor · Principal investigator
- Daphné Bavelier, Professor · Principal investigator
Recruiting
Study team
Sponsor
School of Health Sciences Geneva
Study ID 10001C_212812
Principal investigator
Daphné Bavelier, Professor
University of Geneva, Switzerland
Principal investigator
Swann Pichon, Professor
HES - Geneva School of Health Science, Switzerland
Principal investigator
Tomer Shechner, Professor
University of Haifa, Israel
Frequently asked questions
The sponsor hasn't published answers to common questions for this trial.