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


- candidate number21783
- NTR NumberNTR5089
- ISRCTNISRCTN no longer applicable
- Date ISRCTN created
- date ISRCTN requested
- Date Registered NTR10-mrt-2015
- Secondary IDsECSW2014-0109-248 ECG
- Public TitleThe relationship between the underlying mechanisms of a video game and depression in adolescence.
- Scientific TitleThe relationship between the underlying mechanisms of a video game and depression in adolescence.
- ACRONYM
- hypothesisWe expect that depressive adolescents will show a stronger increase in heart rate during, as well as a slower recovery afterwards, when they are left in the game or when they encounter fearful stimuli compared to non-depressive adolescents. Finally, these data will be combined with narrative perceptual data on experienced emotions while playing.
- Healt Condition(s) or Problem(s) studiedDepression, Adolescents, Prevention
- Inclusion criteria1. Adolescents in secondary schools (ages 15-18);
2. Informed consent from adolescents and parents;
3. Elevated depressive symptoms (CDI-score > 16).
- Exclusion criteria1. 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.
- mec approval receivedno
- multicenter trialno
- randomisedno
- groupParallel
- Type2 or more arms, non-randomized
- Studytypeobservational
- planned startdate 1-nov-2014
- planned closingdate15-mrt-2015
- Target number of participants60
- Interventions30 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 whole game, heart rate will be measured and gameplay will be videotaped. In addition, subjective experiences will be asked during gameplay.
- Primary outcomeDifferences between the two groups in heart rate measurements and subjective experiences.
- Secondary outcome1. Spence Children's Anxiety Scale (SCALE);
2. Profile of Mood States (POMS);
3. Question experience of flow.
- Timepoints1. Screening of depressive symptoms (Child Depression Inventory);
2. Play video game.
- Trial web site
- status[default]
- CONTACT FOR PUBLIC QUERIES Ilse Luteijn
- CONTACT for SCIENTIFIC QUERIESProf. dr. Rutger Engels
- Sponsor/Initiator Behavioural Science Institute, Radboud University Nijmegen
- Funding
(Source(s) of Monetary or Material Support)
Behavioural Science Institute, Radboud University Nijmegen
- Publications
- Brief summaryThe aim of this project is to study the association between different constructs in the videogame Journey and depression in adolescence. The focus will be on two main elements in the videogame which both can be related to depression, namely anxiety and rejection sensitivity. Depressive symptoms will be measured using the Child Depression Inventory (CDI). Video game sessions of both groups will be videotaped and their heart rate will be measured during play. We expect that depressive adolescents will show a stronger increase in heart rate during, as well as a slower recovery afterwards, when they are left in the game or when they encounter fearful stimuli compared to non-depressive adolescents. Finally, these data will be combined with narrative perceptual data on experienced emotions while playing.
- Main changes (audit trail)
- RECORD10-mrt-2015 - 25-apr-2015


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