F30-F39
Conditions
Interventions
Sponsors
Eligibility
Inclusion criteria
Inclusion criteria: Ability to provide written informed consent and willingness to participate in the study Sufficient proficiency in German to understand instructions, complete questionnaires, and engage in interactions Basic computer literacy (mouse/keyboard operation) Diagnosis of an affective disorder as documented by the treating physician
Exclusion criteria
Exclusion criteria: Clinical condition that prevents safe participation Severe cognitive impairment (e.g., dementia, delirium) or neurological disorders that significantly impair task performance Lack of sufficient proficiency in German
Design outcomes
Primary
| Measure | Time frame |
|---|---|
| Differences in adherence between the two types of opponents (human vs. avatar AI), operationalized via the voluntary use and duration of the optional game extension (in minutes) | — |
Secondary
| Measure | Time frame |
|---|---|
| 1. Interaction Quality and User Experience What: Subjective satisfaction, perceived trust, interaction quality, alliance with the playing partner, and social presence When: After each chess session How: Questionnaire-based — adapted version of the Working Alliance Inventory (WAI), adapted version of the Networked Minds Measure of Social Presence, as well as additional self-developed items on game satisfaction 2. Psychometric Course What: General psychological well-being, depressive symptom severity, generalized self-efficacy, and affective reactions When: Baseline, after each playing session How: WHO-5 Well-Being Index (World Health Organization – Five Well-Being Index), PHQ-9 (Patient Health Questionnaire-9), GSE (General Self-Efficacy Scale), SAM (Self-Assessment Manikin) 3. Influence of Individual Chess Characteristics What: Association between prior chess experience, subjective playing strength, and the primary endpoint (adherence) When: Chess experience and playing strength are assessed once at baseline; the association with adherence is evaluated across sessions How: Self-report questionnaire on chess experience (baseline); adherence measure as described above 4. Influence of Demographic and Clinical Factors What: Influence of demographic variables (age, gender, level of education) and clinical factors on the perception of the opponent types and the interaction experience When: Demographics and clinical parameters are assessed at baseline; interaction experience after each session How: Demographic questionnaire, PHQ-9, combined with the interaction questionnaires (WAI, Social Presence) 5. Role of Prior Digital/AI Experience What: Association between prior experience with digital applications and AI systems and the acceptance, interaction quality, as well as perceived human-like traits of the avatar opponent When: Prior digital/AI experience is assessed at baseline; acceptance and perception after the avatar session How: Self-report quest | — |
Countries
Germany
Contacts
Charité – Universitätsmedizin Berlin Klinik für Psychiatrie und Psychotherapie, Campus Benjamin Franklin