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Variance of Video Games Playing Patterns Among Adolescents With Psychiatric Disorders

Primary Purpose

ADHD, Conduct, Depression

Status
Completed
Phase
Not Applicable
Locations
Israel
Study Type
Interventional
Intervention
Video Game
Sponsored by
Shalvata Mental Health Center
About
Eligibility
Locations
Arms
Outcomes
Full info

About this trial

This is an interventional diagnostic trial for ADHD focused on measuring ADHD, Attention Deficit/Hyperactivity Disorder, Conduct, Depression, Anxiety, PDD, Pervasive Developmental Disorders

Eligibility Criteria

13 Years - 18 Years (Child, Adult)MaleAccepts Healthy Volunteers

Inclusion Criteria:

  • Age 13-18
  • Diagnosis matching one of the defined research arms, made by a childhood and adolescents psychiatry specialist
  • Playing various computer games regularly, for at least 2 years
  • Informed consent has been given by the minor and his parents

Exclusion Criteria:

  • Organic sensory depravation (blindness, deafness)
  • Motor dysfunction, relevant of using keyboard, mouse or remote
  • Additional psychiatric diagnosis, apart the one matching the arm to which he was allocated
  • Using illicit drugs during the previous 48 hours

Sites / Locations

  • Shalvata MHC

Arms of the Study

Arm 1

Arm 2

Arm 3

Arm 4

Arm 5

Arm Type

Active Comparator

Active Comparator

Active Comparator

Active Comparator

Active Comparator

Arm Label

Anxiety and Depression

ADD

ADHD, Behavioral

PDD

Control

Arm Description

Adolescents diagnosed with anxiety and/or depression

Adolescents diagnosed with ADD (without hyperactive element)

Adolescents diagnosed with ADHD (with hyperactivity), with or without behavioral problems

Adolescents diagnosed with PDD Spectrum Disorders

Adolescents without a psychiatric diagnosis

Outcomes

Primary Outcome Measures

Secondary Outcome Measures

Full Information

First Posted
June 14, 2012
Last Updated
May 19, 2015
Sponsor
Shalvata Mental Health Center
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1. Study Identification

Unique Protocol Identification Number
NCT01621815
Brief Title
Variance of Video Games Playing Patterns Among Adolescents With Psychiatric Disorders
Official Title
Variance of Video Games Playing Patterns Among Adolescents With Psychiatric Disorders: Diagnostical and Dynamic Meanings
Study Type
Interventional

2. Study Status

Record Verification Date
May 2015
Overall Recruitment Status
Completed
Study Start Date
July 2012 (undefined)
Primary Completion Date
January 2015 (Actual)
Study Completion Date
January 2015 (Actual)

3. Sponsor/Collaborators

Responsible Party, by Official Title
Principal Investigator
Name of the Sponsor
Shalvata Mental Health Center

4. Oversight

Data Monitoring Committee
No

5. Study Description

Brief Summary
As the use of video games (VG) is rapidly increasing, many studies have tries to understand the effects of VG on the children and adolescents playing them. Most of the research was directed towards negative effects (especially violence, attention and school performance), producing mixed results. Recently, more studies had focused their attention on the opposite angle: The influence of the player's mental and behavioral parameters, influencing his VG playing patterns. The focus of most of these researches was time of playing, addictive patterns and exposure to violence. The current study will try to characterize the variance of VG playing pattern among adolescents diagnosed with psychiatric disorders, in order to better under the rich interaction between a player and his VG, and to understand whether VG playing patterns holds diagnostical clues for the child's diagnosis and his inner world.
Detailed Description
The participants will be asked to attend 2 session, 2 hours each, at 3-14 days interval. At the first session, after signing consent form, will asked to fill out questionaires regarding demographic data, personality, empathy trait, aggression state and trait and computer games usage. also, they will be asked to complete HTP and TAT psycho-diagnostic tests. Then, using heart rate variability (HRV) and Galvanic skin response (GSR), monitor of sympathetic tonus will be measured while playing a shooting and race game. At the end of the first session, they will be asked to fill additional aggression state questionaire. On the second session, monitored by HRV and GSR, they will be asked to play a role playing game (RPG) and real-time strategy game (RTS). At the end of session, they will be asked to fill additional aggression state questionaire. Parameters of playing patterns collected from the VG will be recorded and analyzed.

6. Conditions and Keywords

Primary Disease or Condition Being Studied in the Trial, or the Focus of the Study
ADHD, Conduct, Depression, Anxiety, PDD
Keywords
ADHD, Attention Deficit/Hyperactivity Disorder, Conduct, Depression, Anxiety, PDD, Pervasive Developmental Disorders

7. Study Design

Primary Purpose
Diagnostic
Study Phase
Not Applicable
Interventional Study Model
Parallel Assignment
Masking
None (Open Label)
Allocation
Non-Randomized
Enrollment
46 (Actual)

8. Arms, Groups, and Interventions

Arm Title
Anxiety and Depression
Arm Type
Active Comparator
Arm Description
Adolescents diagnosed with anxiety and/or depression
Arm Title
ADD
Arm Type
Active Comparator
Arm Description
Adolescents diagnosed with ADD (without hyperactive element)
Arm Title
ADHD, Behavioral
Arm Type
Active Comparator
Arm Description
Adolescents diagnosed with ADHD (with hyperactivity), with or without behavioral problems
Arm Title
PDD
Arm Type
Active Comparator
Arm Description
Adolescents diagnosed with PDD Spectrum Disorders
Arm Title
Control
Arm Type
Active Comparator
Arm Description
Adolescents without a psychiatric diagnosis
Intervention Type
Behavioral
Intervention Name(s)
Video Game
Other Intervention Name(s)
Video Games, Computer Games, RPG, Role Playing Games, FPS, First Person Shooter, Strategy
Intervention Description
Playing various video games: RPG, Race, FPS, Strategy

10. Eligibility

Sex
Male
Minimum Age & Unit of Time
13 Years
Maximum Age & Unit of Time
18 Years
Accepts Healthy Volunteers
Accepts Healthy Volunteers
Eligibility Criteria
Inclusion Criteria: Age 13-18 Diagnosis matching one of the defined research arms, made by a childhood and adolescents psychiatry specialist Playing various computer games regularly, for at least 2 years Informed consent has been given by the minor and his parents Exclusion Criteria: Organic sensory depravation (blindness, deafness) Motor dysfunction, relevant of using keyboard, mouse or remote Additional psychiatric diagnosis, apart the one matching the arm to which he was allocated Using illicit drugs during the previous 48 hours
Overall Study Officials:
First Name & Middle Initial & Last Name & Degree
Aviv Segev, MD
Organizational Affiliation
Shalvata MHC
Official's Role
Principal Investigator
Facility Information:
Facility Name
Shalvata MHC
City
Hod HaSharon
Country
Israel

12. IPD Sharing Statement

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Variance of Video Games Playing Patterns Among Adolescents With Psychiatric Disorders

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