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Researching the Effect the Mobile Mental Health Game eQuoo Has on Resilience, Anxiety and Depression in a Student Population. A Randomised Control Trial.

Researching the Effect the Mobile Mental Health Game eQuoo Has on Resilience, Anxiety and Depression in a Student Population. A Randomised Control Trial.

Status
Active, not recruiting
Phases
Phase 3
Study type
Interventional
Source
DRKS
Registry ID
DRKS00027638
Enrollment
850
Registered
2022-07-26
Start date
2021-04-09
Completion date
Unknown
Last updated
2025-04-07

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

F32 F41.1

Interventions

Group 1: The test group was instructed to download eQuoo on the Apple or Google Play Store. After downloading, the player is introduced to the game’s LORE and they are asked to design an avatar, as th

Sponsors

Professor Steve PillingResearch Department of Clinical, Educational and Health PsychologyUCL
Lead Sponsor

Eligibility

Sex/Gender
All
Age
18 Years to 100 Years

Inclusion criteria

Inclusion criteria: As the study was aimed to research the effect of eQuoo on a student population, the eligibility criteria was (a) to be an enrolled student (b) access to a smartphone or tablet device, (c) ability to read English, and (d) an iTunes or Google Play account. No further criteria were set.

Exclusion criteria

Exclusion criteria: Not being a student or owning a smartphone

Design outcomes

Primary

MeasureTime frame
The resilience of the test group is significantly increased in t5: in the 5th (and last) in comparison to week t0 (the first increase) and the waiting list.

Secondary

MeasureTime frame
Does the intervention significantly lower depression and anxiety in a student population

Countries

Germany, United Kingdom

Contacts

Public ContactSilja Litvin

PsycApps Limited

siljal@gmx.com+447442838394

Outcome results

None listed

Source: DRKS (via WHO ICTRP) · Data processed: Feb 9, 2026