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A randomized controlled trial to test the effectiveness of an immersive 3D video game in preventing anxiety.

A randomized controlled trial to test the effectiveness of an immersive 3D video game in preventing anxiety.

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
NL-OMON
Registry ID
NL-OMON27625
Enrollment
120
Registered
2014-02-11
Start date
2014-02-11
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

Anxiety, Prevention, Adolescents, Biofeedback

Interventions

Adolescents with elevated anxiety symptoms are randomly assigned to the intervention or control condition. 1. Adolescents in the intervention condition will play the video game Dojo over 6 sessions o

Sponsors

Radboud University Nijmegen, Behavioural Science Institute
Lead Sponsor

Eligibility

Inclusion criteria

Inclusion criteria: 1. Adolescents in 7th, 8th and 9th grade, middle school (ages 12-15); 2. Screening participation: passive consent from adolescents and parents; 3. Elevated anxiety symptoms. Participants with a SCAS score above a 1 SD cut off score on at least two subscales or more on the screening will be included; 4. After screening: active consent from adolescents and parents.

Exclusion criteria

Exclusion criteria: 1. No passive or active consent from adolescents and parents; 2. Adolescents currently receiving mental health care.

Design outcomes

Primary

MeasureTime frame
Anxiety symptoms: Spence Children Anxiety Scale (SCAS).

Secondary

MeasureTime frame
1. Strengths and Difficulties Questionnaire (SDQ). 2. Coping Questionnaire Child (CQ-C). 3. Self Efficacy Questionnaire for Children (SEQ-C).

Contacts

Public ContactH. Scholten

Postbus 9104 6500 HE Nijmegen

h.scholten@pwo.ru.nl+31 (0)24 3612551

Outcome results

None listed

Source: NL-OMON (via WHO ICTRP)