Video Game Play to Alleviate Adolescent Anxiety
Anxiety, Anxiety Disorders and Symptoms
About this trial
This is an interventional basic science trial for Anxiety focused on measuring Digital mental health, Video Games, Cognitive Training, Emotion Regulation
Eligibility Criteria
Inclusion Criteria: Age 12-14 years High-anxious score from the 41 items SCARED-Parent version (i.e. total score equal or above 17) Access to a computer (at least Windows 7 or Mac OSX) at home and a reliable internet connection Exclusion Criteria: DSM diagnoses of Bipolar, Psychosis, Autism Spectrum Disorder, present or past. Neurological injury (i.e. head injury) Currently enrolled in another cognitive training intervention
Sites / Locations
- University of Haifa
- University of Geneva
Arms of the Study
Arm 1
Arm 2
Arm 3
Experimental
Experimental
No Intervention
Eco-Rescue - Attentional Control - intervention
Bejeweled 3 - Casual gaming - intervention
No-training intervention
The Eco-Rescue training intervention will be delivered through a dedicated video game installed on each participant's personal computer through the Steam platform, following a recommended training regimen of 30 minutes per day, 4 days per week for 6 weeks, for an expected total training duration of 12 hours.
The Bejeweled 3 training intervention will be delivered through a dedicated video game installed on each participant's personal computer through the Steam platform, following a recommended training regimen of 30 minutes per day, 4 days per week for 6 weeks, for an expected total training duration of 12 hours.
The No-training intervention group does not involve any specific training program. Instead, participants assigned to this group will receive weekly phone calls, similar to the other groups, to answer the same questions as the other groups concerning their mental and emotional states and maintain regular contact throughout the 6-week study duration.