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The relationship between the underlying mechanisms of a video game and depression in adolescence.

The relationship between the underlying mechanisms of a video game and depression in adolescence.

Status
Active, not recruiting
Phases
Unknown
Study type
Observational
Source
NL-OMON
Registry ID
NL-OMON26604
Enrollment
60
Registered
2015-03-10
Start date
2014-11-01
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, adolescence.

Interventions

30 adolescents with elevated depressive symptoms (CDI-score > 16) and 30 adolescents with very few depressive symptoms (CDI-score < 8) will play a promising game for depression prevention. During the

Sponsors

Behavioural Science Institute, Radboud University
Lead Sponsor

Eligibility

Inclusion criteria

Inclusion criteria: 1. Adolescents in secondary schools (ages 15-18); 2. Informed consent from adolescents and parents; 3. Elevated depressive symptoms (CDI-score > 16).

Exclusion criteria

Exclusion criteria: 1. No informed consent from adolescents and parents; 2. Adolescents with severe depressive score and suicidal ideation (score 3 on item 9 of the CDI); 3. Adolescents currently receiving mental health care.

Design outcomes

Primary

MeasureTime frame
Differences between the two groups in heart rate measurements and subjective experiences.

Secondary

MeasureTime frame
1. Spence Children's Anxiety Scale (SCALE); 2. Profile of Mood States (POMS); 3. Question experience of flow.

Contacts

Public ContactIlse Luteijn

Montessorilaan 3

i.luteijn@student.ru.nl024-3612551

Outcome results

None listed

Source: NL-OMON (via WHO ICTRP)