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Video gaming as an add-on intervention in emotion regulation therapy among adolescents with internalizing disorders: a preliminary study.

Video gaming as an add-on intervention in emotion regulation therapy among adolescents with internalizing disorders: a preliminary study. - Serious gaming in emotion regulation therapy.

Status
Active, not recruiting
Phases
Unknown
Study type
Observational
Source
NL-OMON
Registry ID
NL-OMON48494
Enrollment
25
Registered
2019-10-16
Start date
2020-02-18
Completion date
Unknown
Last updated
2024-04-15

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

Conditions

depressieve stoornissen anxiety depression

Interventions

None listed

Sponsors

ProPersona (Nijmegen)
Lead Sponsor

Eligibility

Age
12 Years to 99 Years

Inclusion criteria

Inclusion criteria: Adolescents are being included when there is internalizing psychopathology (a depressive or anxiety disorder is measured with the Dutch translation of the Mini International Neuropsychiatric Interview for children and adolescents (MINI-KID) and emotion regulation difficulties, which are measured with the FEEL-KJ (an instrument to measure emotion regulation strategies in children and adolescents). - Cut off score FEEL- KJ: o Adaptive emotion regulation strategies 60 (high dysfunctional use of emotion regulation strategies).

Exclusion criteria

Exclusion criteria: Adolescents are excluded from the study if there is an other mental disorder diagnosed, such as ADHD, autism or substance abuse.

Design outcomes

Primary

MeasureTime frame
Emotion regulation strategies: FEEL-KJ: Adaptive strategies are problem solving, distraction, evoke a positive mood, acceptance, forgetting, cognitive problem solving and reevaluation. Maladaptive strategies are giving up, aggression, withdrawal, self devaluation and rumination. External regulation strategies are also measured: social support, expression and emotional control. The DERS (Difficulties in Emotion Regulation Scale) is a scale to assess emotion regulation difficulties within the following dimensions (1) awareness and understanding of emotions, (2) acceptance of emotions, (3) ability to engage in goal-directed behavior when experiencing negative emotions and (4) access tot emotion regulation strategies perceived as effective. Homework/hours playing dojo Personal game data (logs Dojo): - times they play Dojo. - duration of time they play Dojo. Negative effects - Have you experienced negative effects while playing Dojo? - How did the game affect your homework/school, social contacts and hobbies? Functioning in daily life The Kidscreen-52 is a questionnaire of 52 questions that measures the quality of life of youth (8-18 years old) for physical, emotional, social and cognitive functioning. Satisfaction Satisfaction with the game will be measured with the question (after treatment of 12 weeks): - Satisfaction (between 0-10, 0 not all satisfied, 10 is very satisfied).

Secondary

MeasureTime frame
Anxiety Anxiety will be measured with the Youth Anxiety Measure for DSM-5 (YAM-5). The YAM-5 is a self report questionnaire to asses anxiety disorder symptoms in children and adolescents (8-18 years old). The scale to measure anxiety consists of two parts: major anxiety disorders (28 items) and specific phobias (22 items). Depression Depressive symptoms will be measured with the Children Depression Inventory, CDI-2. This is a self report questionnaire to screen depressive symptoms for children between the age of 7 to 21 years old.

Countries

Netherlands

Outcome results

None listed

Source: NL-OMON (via WHO ICTRP)