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The effectiveness of the commercial video game Journey in preventing depression

A randomized controlled trial testing the effectiveness and action mechanisms of the video game Journey in preventing depression

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
NL-OMON
Registry ID
NL-OMON26252
Enrollment
290
Registered
2014-12-08
Start date
2014-12-08
Completion date
Unknown
Last updated
2024-02-28

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

Conditions

Depression, Prevention, Adolescents Depressie, Preventie, Adolescenten

Interventions

Adolescents with elevated depressive symptoms are randomly assigned to one of two video game conditions or a no intervention control condition. Participants in the video game conditions are provided w

Sponsors

Radboud University Nijmegen, Behavioural Science Institute
Lead Sponsor

Eligibility

Inclusion criteria

Inclusion criteria: 1. Adolescents aged approximately 15-18 years; 2. Informed consent from adolescents and parents; 3. Elevated depressive symptoms. Participants are eligible if they score 13 or higher on the CDI score and 2 or higher on the PHQ-2 at screening.

Exclusion criteria

Exclusion criteria: 1. Children with severe depressive score and suicidal ideation (CDI score 30 or higher and/or score 3 on item 9 of the CDI); 2. Previous experience with the video games Flower and/or Journey.

Design outcomes

Primary

MeasureTime frame
Depressive symptoms: Children’s Depression Inventory (CDI).

Secondary

MeasureTime frame
1. Core depressive symptoms (PHQ-2); 2. Rejection sensitivity (Rejection Sensitivity Questionnaire); 3. Narrative Identity (Adapted version of Life Story Interview); 4. Emotion regulation (Children's Response Styles Questionnaire); 5. Self esteem (Rosenberg's Self-Esteem Scale); 6. Dependency (Dependency subscale of the Personality Style Inventory); 7. Hope and Optimism (General Positive Expectancies); 8. Coping Competence (Coping Competence Questionnaire). Also the following process measures (mediators and moderators) are measured: 1. Flow (Flow as designed by Novak, 2000); 2. Intrinsic motivation (Intrinsic Motivation Inventory); 3. Psychological need satisfaction (Player Experience of Need Satisfaction); 4. Humanization (adapted from Bastian and Haslam (2010); 5. Game experience & evaluation (self-developed questionnaire items).

Contacts

Public ContactMarlou Poppelaars

Behavioural Science Institute Montessorilaan 3

m.poppelaars@pwo.ru.nl+31 (0)24 3612551

Outcome results

None listed

Source: NL-OMON (via WHO ICTRP)