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Positive Feedback vs. No-Feedback Games for Behavioral Change

Positive Feedback vs. No-Feedback Games for Behavioral Change

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06025838
Enrollment
171
Registered
2023-09-06
Start date
2024-02-13
Completion date
2024-03-02
Last updated
2025-08-14

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

Conditions

Low Mood, Major Depressive Disorder

Brief summary

We aim to investigate here whether we can develop a reinforcement learning game which provides game-based feedback to encourage positive actions (behaviors) both inside and outside of the game. Does providing positive reward when participants make decisions which are associated with value-based actions (like those in BA) result in different game decisions? We propose that it will increase positive actions in the game. And, secondly, how does it affect short-term behavior (in one week)? We propose that it will increase pro-health activities and may reduce depressive symptoms.

Detailed description

We know that behavior influences mood -- our best interventions to improve mood rely upon the relationship between these. Treatments like this are thought to work in part by helping individuals to increase value-derived behaviors; participants are given guidance which results in an increase of positive behaviors and a decrease of coping behaviors that don't help -- that is, their health-seeking behavior is reinforced while behaviors that diminish health are reduced. In past work, we showed that a text-based game could be used to explore what sort of decisions people would make in certain environments. That game showed associations between in-game behaviors and real-life depressive symptoms and actions. Such work focuses on low-level symptoms of depression -- increasingly common, especially after the onset of the covid-19 pandemic. We aim to investigate here whether we can develop a reinforcement learning game which provides game-based feedback to encourage positive actions (behaviors) both inside and outside of the game. Thus, the experiment described below and proposed in this application would test the role of positive rewards (positive-feedback) in a dichotomous-choice game, compared to neutral (no-feedback).

Interventions

The positive feedback game uses techniques relating to established therapies like Behavioral Activation and Acceptance and Commitment Therapy's valued living to encourage positive action in game and outside of the game.

Sponsors

Bard College
Lead SponsorOTHER

Study design

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

Masking description

The intervention occurs entirely online. All assessment occurs via survey software. Participants do not interact with other participants and are not fully informed of the nature of the intervention and thus do not know if they are in an active condition.

Intervention model description

Participants are either assigned to a control (no intervention) condition or to one where they receive positive feedback and are encouraged to specific, positive behavior.

Eligibility

Sex/Gender
ALL
Age
18 Years to 34 Years
Healthy volunteers
Yes

Inclusion criteria

* 18-34 years old * Fluent in English * Based in the United States

Exclusion criteria

* None

Design outcomes

Primary

MeasureTime frameDescription
Depressive symptoms (Patient Health Questionnaire-8 item)baseline (T0) - before intervention8 items rated in a self-report questionnaire. Scores range from 0 to 24 with higher scores indicating more depression symptoms.
Day Reconstruction Method (DRM)baseline (T0) - before interventionThe DRM measures how people spend their time and asks them how they felt while doing the activities they report. Ratings on a Likert scale indicate valence (how pleasant/unpleasant the activities were) and range from 0 (not at all) to 6 (very much), with higher pleasantness being better (and lower unpleasantness being better).
Behavior in study-specific gamebaseline (T0)For both conditions, behavior and choices made during the game will be used as data for analyses. Game choices allow participants to decide what next activities they will do in the game. Analyses incorporate decision probabilities (which of 2 choices are selected) and compare them between conditions. The game is completed at baseline following assessment.
Motivation to changebaseline (T0) - after interventionA 7-point item, It is important to me to do more positive activities in my life. Scores range from 0 \[not at all\] to 6 \[very much\]. Higher scores indicate more motivation to change.

Secondary

MeasureTime frameDescription
Mood and Anxiety Symptoms Questionnaire (MASQ)baseline (T0) - before interventionThe MASQ measures mood and anxiety symptoms on three subscales: Anhedonic Depression, Anxious Arousal, and General Distress. Scores on each subscale range from 10 (low symptoms) to 50 (high symptoms). Higher scores indicate more depression, anxiety, and distress.
Mood Ratingsbaseline (T0) - before interventionMood will be rated on positive and negative scales: On the whole, how sad were you today? (Rated from 0 \[not at all\] to 6 \[extremely\]); On the whole, how happy were you today? (Rated from 0 \[not at all\] to 6 \[extremely\]). Higher scores indicate more sadness or happiness.

Countries

United States

Outcome results

None listed

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