MedPath

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
NameTimeMethod
Anxiety symptoms: Spence Children Anxiety Scale (SCAS).
Secondary Outcome Measures
NameTimeMethod
1. Strengths and Difficulties Questionnaire (SDQ). <br>2. Coping Questionnaire Child (CQ-C). <br>3. Self Efficacy Questionnaire for Children (SEQ-C).<br>
© Copyright 2025. All Rights Reserved by MedPath