A randomized controlled trial to test the effectiveness of an immersive 3D video game in preventing anxiety.
- Conditions
- Anxiety, Prevention, Adolescents, Biofeedback
- Registration Number
- NL-OMON27625
- Lead Sponsor
- Radboud University Nijmegen, Behavioural Science Institute
- Brief Summary
/A
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- Pending
- Sex
- Not specified
- Target Recruitment
- 120
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
1. No passive or active consent from adolescents and parents;
2. Adolescents currently receiving mental health care.
Study & Design
- Study Type
- Interventional
- Study Design
- Not specified
- Primary Outcome Measures
Name Time Method Anxiety symptoms: Spence Children Anxiety Scale (SCAS).
- Secondary Outcome Measures
Name Time Method 1. Strengths and Difficulties Questionnaire (SDQ). <br>2. Coping Questionnaire Child (CQ-C). <br>3. Self Efficacy Questionnaire for Children (SEQ-C).<br>