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Game-based computerized cognitive behavioral therapy for Japanese university students with depressive symptom

Game-based computerized cognitive behavioral therapy for Japanese university students with depressive symptom - Game-based computerized cognitive behavioral therapy for Japanese university students with depressive symptom

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
JPRN
Registry ID
JPRN-UMIN000034354
Enrollment
100
Registered
2018-10-03
Start date
2019-04-01
Completion date
Unknown
Last updated
2026-06-29

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

Conditions

University students facing with mild-to-moderate depressive symptom

Interventions

game-based computerized cognitive behavioral therapy (SPARX: smart, positive, active, realistic, X-factor thoughts) Waiting-list

Sponsors

Ritsumeikan University
Lead Sponsor

Eligibility

Sex/Gender
All

Inclusion criteria

Inclusion criteria: Depressive symptoms are mild or moderate (16 <= CES-D <= 45) Gives full informed consent to participate in the study

Exclusion criteria

Exclusion criteria: At high risk of self-harm or suicide at baseline Depressive symptoms are severe (CES-D > 45) Current manic episode or current schizophrenia or other psychotic disorder at baseline reported from participants Experience using the SPARX Other relevant reason as determined by the researchers

Design outcomes

Primary

MeasureTime frame
Depressive symptom

Secondary

MeasureTime frame
Outcome measure (satisfaction with life, social function, and mood states) Process measure (rumination, coping) Other (perceived helpfulness, satisfaction with use, the depth of understanding)

Countries

Japan

Contacts

Public ContactKengo Yokomitsu

Ritsumeikan University College of Comperhensive Psychology

k-yoko@fc.ritsumei.ac.jp072-665-2490

Outcome results

None listed

Source: JPRN (via WHO ICTRP) · Data processed: Jul 3, 2026