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Correlating Real and Virtual World Behavioral Fluctuations in Adolescence

Correlating Real and Virtual World Behavioral Fluctuations in Adolescence

Status
Completed
Phases
Unknown
Study type
Observational
Source
ClinicalTrials.gov
Registry ID
NCT02281825
Enrollment
20
Registered
2014-11-04
Start date
2014-11-30
Completion date
2016-02-29
Last updated
2016-04-14

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

Conditions

Anxiety, Attention-Deficit and Hyperactivity Disorder, Conduct, Depression, Disruptive Mood Dysregulation Disorder, Oppositional Defiant Disorder

Keywords

Attention-Deficit and Hyperactivity Disorder, Anxiety, Impulsivity, Computer Games, Depression

Brief summary

The present study will explore a new approach to ongoing evaluation and monitoring of fluctuations in personality traits via commercial video games. The aim of this longitudinal study is to examine the influence of everyday life event on video games performance as a function of individual differences in gaming behavioral patterns. focusing on the ongoing performance vacillations of the patient on commercial video games will offer insights in to possibly new generation of real time assessment medium of ongoing behavior.

Interventions

None listed

Sponsors

University of Haifa
CollaboratorOTHER
Shalvata Mental Health Center
Lead SponsorOTHER

Study design

Observational model
COHORT
Time perspective
CROSS_SECTIONAL

Eligibility

Sex/Gender
MALE
Age
13 Years to 18 Years
Healthy volunteers
Yes

Inclusion criteria

* All subjects will have normal or corrected to normal vision with no sensory/motor disturbance * An accessible computer at the house hold * Previous experience in playing computer games.

Exclusion criteria

* drug abuse * head injury * living in a boarding school and a major psychiatric or neurological disorder.

Design outcomes

Primary

MeasureTime frameDescription
Impulsivity manifested within game-play3 weeksIn-Game kill/Stealth ratio
Activity manifested within game-play3 weeksIn-Game number of missions and sub-mission attained
Aggresion manifested within game-play3 weeksIn-Game aimed killing

Countries

Israel

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026