이 페이지는 자동 번역되었으며 번역의 정확성을 보장하지 않습니다. 참조하십시오 영문판 원본 텍스트의 경우.

청소년 불안 완화를 위한 비디오 게임 플레이

2026년 9월 15일 업데이트: School of Health Sciences Geneva

청소년의 불안에 대한 게임화된 인지 훈련 및 캐주얼 비디오 게임 플레이의 효과 평가: 무작위 통제 시험을 위한 프로토콜

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.

연구 개요

연구 유형

중재적

등록 (추정된)

150

단계

  • 해당 없음

연락처 및 위치

이 섹션에서는 연구를 수행하는 사람들의 연락처 정보와 이 연구가 수행되는 장소에 대한 정보를 제공합니다.

연구 연락처

연구 연락처 백업

연구 장소

    • Florida
      • Miami, Florida, 미국, 33199
        • 모병
        • Center for Children and Families
        • 수석 연구원:
          • Jeremy Pettit, PhD
        • 연락하다:
          • Jeremy Pettit Pr, PhD
          • 전화번호: 305-348-1671
          • 이메일: jpettit@fiu.edu
    • Canton of Geneva
      • Geneva, Canton of Geneva, 스위스, 1202
        • 모병
        • University of Geneva
        • 연락하다:
        • 연락하다:
        • 수석 연구원:
          • Swann Pichon, Professor
        • 수석 연구원:
          • Daphné Bavelier, Professor
      • Haifa, 이스라엘
        • 모병
        • University of Haifa
        • 연락하다:
        • 수석 연구원:
          • Tomer Shechner, Professor

참여기준

연구원은 적격성 기준이라는 특정 설명에 맞는 사람을 찾습니다. 이러한 기준의 몇 가지 예는 개인의 일반적인 건강 상태 또는 이전 치료입니다.

자격 기준

공부할 수 있는 나이

11년 (어린이)

건강한 자원 봉사자를 받아들입니다

예

연구 대상 성별

모두

설명

Inclusion Criteria:

  1. Adolescents aged 11-15 years
  2. 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).
  3. Access to a computer (at least Windows 7 or Mac OSX) at home and a reliable internet connection

Exclusion Criteria:

  1. DSM diagnoses of Bipolar, Psychosis, Autism Spectrum Disorder, present or past.
  2. Neurological injury (i.e. head injury)
  3. Currently enrolled in another cognitive training intervention

공부 계획

이 섹션에서는 연구 설계 방법과 연구가 측정하는 내용을 포함하여 연구 계획에 대한 세부 정보를 제공합니다.

연구는 어떻게 설계됩니까?

디자인 세부사항

  • 주 목적: 기초 과학
  • 할당: 무작위
  • 중재 모델: 병렬 할당
  • 마스킹: 더블

무기와 개입

참가자 그룹 / 팔
개입 / 치료
실험적: Eco-Rescue - Attentional Control - intervention

The 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.

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.

실험적: Bejeweled 3 - Casual gaming - intervention

The 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.

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).

간섭 없음: No-training intervention

The 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.

연구는 무엇을 측정합니까?

주요 결과 측정

결과 측정
측정값 설명
기간
Anxiety assessed through the Screen for Child Anxiety Related Emotional Disorders Child Version (SCARED-C; Birmaher et al. 1999)
기간: Change from baseline (T1) at 1 week after training completion (T2), and at 4 months after training completion (T3)

The SCARED-C is a 41 items self-report anxiety questionnaire with subscales measuring General Anxiety Disorder, Social Phobia Disorder, Panic Disorder, Separation Anxiety Disorder and School Avoidance. Participants are asked to rate each statement, referring to the past four weeks, on a scale ranging from 0 (Not True or Hardly Ever True) to 2 (Very True or Often True). A score of 25 or higher may indicate the presence of an Anxiety Disorder. Analysis of primary outcome will be based on this total score.

Change from baseline (T1) at 1 week after training completion (T2), and at 4 months after training completion (T3)

2차 결과 측정

결과 측정
측정값 설명
기간
Attentional Control assessed through the Useful Field of View Task (UFOV; Yung et al., 2015)
기간: Change from baseline (T1) at 1 week after training completion (T2), and at 4 months after training completion (T3)

The UFOV is a computerized divided attention task where participants have to identify whether a briefly flashed smiley presented at the center of the screen has short or long hair and detect on which of the eight cardinal directions was a peripheral target stimulus presented, while ignoring other distractors. The presentation time is made shorter (more difficult) or longer (less difficult) according to a 3-down-1-up staircase. The task stops after 8 reversals or 72 trials, whichever happens first. Performance is measured by the mean presentation time of the last 5 trials (expressed in milliseconds). The task measures the efficiency of divided visual attention in the presence of visual distractors.

Change from baseline (T1) at 1 week after training completion (T2), and at 4 months after training completion (T3)
Attentional Control assessed through an adaptation of the Test of Variables of Attention (TOVA) as implemented in the ACE-X battery (Mars-UFO and Venus-UFO; https://neuroscape.ucsf.edu/researchers-ace/)
기간: Change from baseline (T1) at 1 week after training completion (T2), and at 4 months after training completion (T3)

The TOVA is a computerized task where participants press a response key when presented with a visual stimulus in the upper part of the screen (go trials) and refrain from responding if flashed in the lower part of the screen (no-go trials). A first block evaluates sustained attention and a second impulsivity. In the sustained attention, go trials represent 25% of the trials; in the impulsivity block, go trials represent 75% of the trials.

Change from baseline (T1) at 1 week after training completion (T2), and at 4 months after training completion (T3)
Attentional Control assessed through the Multiple Objects Tracking Task (MOT; Yung et al., 2015)
기간: Change from baseline (T1) at 1 week after training completion (T2), and at 4 months after training completion (T3)

The MOT is a computerized task in which participants are presented 16 yellow smileys moving freely within a circular area. During the first two seconds of each trial, a subset of these items is flagged as targets by being blue. Participants are instructed to track these blue smileys even though they turn back to yellow and become indistinguishable from the other items. After a few seconds, the items stop moving, one item is highlighted, and participants respond whether this item was initially flagged blue or not. MOT performance is measured as the percentage of correct responses (i.e. accuracy) in trials with 3, 4, 5 and 6 targets independently and combined overall. Higher accuracy score indicates better task performance. This task requires not only selecting targets amongst distractors but also dividing one's attention among these moving targets. Furthermore, it requires sustaining attention for a few seconds, necessitating both sustained attention and visuo-spatial working memory.

Change from baseline (T1) at 1 week after training completion (T2), and at 4 months after training completion (T3)
Affective Control assessed through the Affective Backward Digit Span Task (ABDS; modified version of Schweizer et al. 2019)
기간: Change from baseline (T1) at 1 week after training completion (T2), and at 4 months after training completion (T3)

The ABDS is a computer-based task where participants are presented with digits (for 1500 ms) one after the other, and asked to recall them in reverse order. These are presented on a background of either neutral or affective images, in two different blocks, to manipulate valence. The images are sourced from the Geneva Affective Picture Database. In each trial, participants are presented with a series of single digits [0-9]. The length of the series to recall is increased or decreased by one digit depending on previous trial performance according to a 1-up-1-down staircase. No feedback is provided. After two reversals the block stops. Span is estimated for each block as the maximum correct length recalled. The span difference between the neutral versus affective blocks is an index of the individual ability to implement control in the face of affective distraction

Change from baseline (T1) at 1 week after training completion (T2), and at 4 months after training completion (T3)

기타 결과 측정

결과 측정
측정값 설명
기간
Emotion Regulation habits assessed through the Cognitive Emotion Regulation Questionnaire (CERQ; Garnefski et al., 2001)
기간: Change from baseline (T1) at 1 week after training completion (T2), and at 4 months after training completion (T3)]

The CERQ is a 36-item self-report measure that captures stable-dispositional cognitive emotion regulation strategies when people experience stressful or threatening life experiences. Specifically, the following strategies are measured: Self-blame, blaming others, acceptance, refocusing on planning, positive refocusing, rumination, positive reappraisal, putting into perspective, and catastrophizing. Each subscale comprises 4 items and uses a 5-point scale (1 = almost never, 5 = almost always); the range of scores for each subscale is 4-20. Analysis of change will be based on the total score. A higher score represents greater use of cognitive coping strategies.

Change from baseline (T1) at 1 week after training completion (T2), and at 4 months after training completion (T3)]
Subjective Attentional Control assessed through the Attention Control Scale (ACS; Derryberry et al., 2002).
기간: Change from baseline (T1) at 1 week after training completion (T2), and at 4 months after training completion (T3)

The ACS is a 20-item self-report questionnaire designed to measure the construct of attention focusing and attention shifting. 20 items are rated on a 4-point Likert Scale from 1 (almost never) to 4 (always). Respondents rate items according to their experience in the past 4 weeks. Analysis of change will be based on the total score and on scores of each subscale. A lower score indicates higher attentional control abilities.

Change from baseline (T1) at 1 week after training completion (T2), and at 4 months after training completion (T3)
Depressive symptoms assessed though the modified 8-item version of the Patient Health Questionnaire (PHQ-8; Kroenke et al., 2009)
기간: Change from baseline (T1) at 1 week after training completion (T2), and at 4 months after training completion (T3)

The PHQ-8 is designed to assess symptoms of depression. Participants are asked to indicate the frequency of experiencing eight specific problems or symptoms over the course of the past four weeks. (e.g., "feeling down, depressed, or hopeless," "feeling tired or having little energy,"). Each item is rated 0 (not at all), 1 (several days), 2 (more than half the days), or 3 (nearly every day). Analysis of change will be based on the total score. A higher score indicates higher depressive symptoms.

Change from baseline (T1) at 1 week after training completion (T2), and at 4 months after training completion (T3)
Sleep and Mood assessed through stand-alone questions for the duration of the training once a week.
기간: Over the intervention period (4 weeks up to 8 weeks)

Sleep: "During the past week, how would you rate your sleep quality overall. This question is rated from 1 (very poor) to 5 (very good).

Positive mood: "How much have you experienced positive mood in the past week?" This question is rated from 1 (not at all) to 5 (extremely).

Negative mood: "How much have you experienced negative mood in the past week?" This question is rated from 1 (not at all) to 5 (extremely).

Over the intervention period (4 weeks up to 8 weeks)
Worry assessed with the following statement for the duration of the training once a week.
기간: Over the intervention period (4 weeks up to 8 weeks)

"During the past week I worried a lot." This item is rated 0 (not true), 1 (somewhat true), or 2 (true), and was taken from the Strengths and Difficulties Questionnaire (item 8 from the emotional problems scale, Goodman et al. 1998).

Over the intervention period (4 weeks up to 8 weeks)

공동 작업자 및 조사자

여기에서 이 연구와 관련된 사람과 조직을 찾을 수 있습니다.

수사관

  • 수석 연구원: Daphné Bavelier, Professor, University of Geneva, Switzerland
  • 수석 연구원: Swann Pichon, Professor, HES - Geneva School of Health Science, Switzerland
  • 수석 연구원: Tomer Shechner, Professor, University of Haifa

간행물 및 유용한 링크

연구에 대한 정보 입력을 담당하는 사람이 자발적으로 이러한 간행물을 제공합니다. 이것은 연구와 관련된 모든 것에 관한 것일 수 있습니다.

일반 간행물

연구 기록 날짜

이 날짜는 ClinicalTrials.gov에 대한 연구 기록 및 요약 결과 제출의 진행 상황을 추적합니다. 연구 기록 및 보고된 결과는 공개 웹사이트에 게시되기 전에 특정 품질 관리 기준을 충족하는지 확인하기 위해 국립 의학 도서관(NLM)에서 검토합니다.

연구 주요 날짜

연구 시작 (실제)

2024년 6월 1일

기본 완료 (추정된)

2027년 10월 1일

연구 완료 (추정된)

2027년 10월 1일

연구 등록 날짜

최초 제출

2023년 6월 6일

QC 기준을 충족하는 최초 제출

2023년 6월 20일

처음 게시됨 (실제)

2023년 6월 28일

연구 기록 업데이트

마지막 업데이트 게시됨 (실제)

2026년 9월 18일

QC 기준을 충족하는 마지막 업데이트 제출

2026년 9월 15일

마지막으로 확인됨

2026년 9월 1일

추가 정보

이 연구와 관련된 용어

개별 참가자 데이터(IPD) 계획

개별 참가자 데이터(IPD)를 공유할 계획입니까?

아니요

IPD 계획 설명

Identifiable data will remain under the responsibility of each local study site and will not be shared between sites. Only de-identified individual participant data will be shared between participating study sites for the purposes of the planned analyses, in accordance with the approved ethical protocols, participant consent procedures, and applicable data-protection requirements.

약물 및 장치 정보, 연구 문서

미국 FDA 규제 의약품 연구

아니

미국 FDA 규제 기기 제품 연구

아니

이 정보는 변경 없이 clinicaltrials.gov 웹사이트에서 직접 가져온 것입니다. 귀하의 연구 세부 정보를 변경, 제거 또는 업데이트하도록 요청하는 경우 register@clinicaltrials.gov. 문의하십시오. 변경 사항이 clinicaltrials.gov에 구현되는 즉시 저희 웹사이트에도 자동으로 업데이트됩니다. .

구독하다