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Metacognitive Training as a Serious Game

Metacognitive Training as a Serious Game: A New Approach for the Treatment of Delusions

Status
UNKNOWN
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04631939
Acronym
Macu'ta
Enrollment
36
Registered
2020-11-17
Start date
2021-06-01
Completion date
2023-12-31
Last updated
2023-05-10

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

Conditions

Delusions, Psychotic Disorders, Schizophrenia and Related Disorders

Keywords

Psychotic disorders, Delusions, Metacognitive Training, Schizophrenia

Brief summary

The project aims to evaluate the efficacy of a therapeutic video game that incorporates elements from metacognitive training on delusions and jumping-to-conclusions in patients with psychotic disorders.

Detailed description

The study is an international, multicenter study and is being conducted in Switzerland (University of Basel) as well as in Germany (University of Lübeck). A total of 36 participants will be included. The estimated duration of the study is 15 months. All participants play a video game from the genre Third Person Adventure. A character is navigated through a fantasy world using a keyboard and mouse. In the fantasy world, stations in the form of glowing gems are sought where players have to solve different tasks. Participants are randomized to receive either the therapeutic video game with metacognitive training content or another video game with attention and memory tasks (control intervention). The control intervention does not include metacognitive tasks. Metacognitive training is an approach for the treatment of psychotic disorders, particularly delusions. The focus of metacognitive training is on thought distortions (so-called cognitive biases) that are more pronounced in people with psychosis. The control intervention includes easily understandable, playful tasks. The intervention will take 4 appointments within 2 weeks.

Interventions

DEVICEMetacognitive training game

In the fantasy world Macu'ta, players explore the world by walking around with an avatar in order to find the puzzles and proceed in the game. The intervention consists of 4 different puzzles. Unbeknownst to the player, the first pieces of evidence of each puzzle are often misleading, i.e. indicate the wrong solution, such that hasty decisions are punished. Players receive immediate feedback and are shown the correct response after submitting their solution, as well as explicit cues that educate them on the value of making adequately informed decisions. The order of the puzzles is fixed for each player, but different per session.

In the fantasy world Macu'ta, players explore the world by walking around with an avatar in order to find the puzzles and proceed in the game. The control intervention consists of 4 different puzzle games requiring exclusively dexterity and accuracy (i.e., not including any metacognitive elements). The order of the puzzles is fixed for each player, but different per session.

Sponsors

Christina Andreou
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
TRIPLE (Caregiver, Investigator, Outcomes Assessor)

Eligibility

Sex/Gender
ALL
Age
18 Years to 40 Years
Healthy volunteers
No

Inclusion criteria

* aged between 18 and 40 * diagnosis of a psychotic disorder and current delusions or a history of delusions

Exclusion criteria

* Language skills insufficient for assessments * IQ \< 70 * Secondary psychotic disorders that are clearly induced by general medical conditions or substance use. * Previous participation in meta-cognitive training for psychosis

Design outcomes

Primary

MeasureTime frameDescription
Change of delusion severityChange from pre- to post-intervention (4 weeks)Item P1 of the Positive and Negative Syndrome Scale (PANSS). Min score = 1, max score = 7, where lower scores indicate better outcome.

Secondary

MeasureTime frameDescription
Change of total PANSS ScoreChange from pre- to post-intervention (4 weeks)Total score on the Positive and Negative Syndrome Scale. Lower scores indicate better outcome.
Change of delusional convictionChange from pre- to post-intervention (4 weeks)Total score on the Psychotic Symptom Rating Scales, delusion part (PSYRATS). Lower scores indicate better outcome.
Fish Task: change of number of draws to decisionChange from pre- to post-intervention (4 weeks)Number of draws to decision, assessed with the 'Fish task'
Fish Task: change of probability threshold to decisionChange from pre- to post-intervention (4 weeks)Probability threshold to decision, assessed with the 'Fish task'

Countries

Germany, Switzerland

Contacts

Primary ContactChristina Andreou, PD. Dr.
christina.andreou@unibas.ch+41 61 325 8157
Backup ContactRenate de Bock, MSc
renate.debock@unibas.ch+41 61 325 8157

Outcome results

None listed

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