The effectiveness of the commercial video game Journey in preventing depressio
Recruiting
- Conditions
- Depression, Prevention, AdolescentsDepressie, Preventie, Adolescenten
- Registration Number
- NL-OMON26252
- Lead Sponsor
- Radboud University Nijmegen, Behavioural Science Institute
- Brief Summary
Not available
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- Recruiting
- Sex
- Not specified
- Target Recruitment
- 290
Inclusion Criteria
1. Adolescents aged approximately 15-18 years; 2. Informed consent from adolescents and parents; 3. Elevated depressive symptoms. Participants are eligible if they score 13 or higher on the CDI score and 2 or higher on the PHQ-2 at screening.
Exclusion Criteria
1. Children with severe depressive score and suicidal ideation (CDI score 30 or higher and/or score 3 on item 9 of the CDI); 2. Previous experience with the video games Flower and/or Journey.
Study & Design
- Study Type
- Interventional
- Study Design
- Not specified
- Primary Outcome Measures
Name Time Method Depressive symptoms: Children’s Depression Inventory (CDI).
- Secondary Outcome Measures
Name Time Method 1. Core depressive symptoms (PHQ-2); 2. Rejection sensitivity (Rejection Sensitivity Questionnaire); 3. Narrative Identity (Adapted version of Life Story Interview); 4. Emotion regulation (Children's Response Styles Questionnaire); 5. Self esteem (Rosenberg's Self-Esteem Scale); 6. Dependency (Dependency subscale of the Personality Style Inventory); 7. Hope and Optimism (General Positive Expectancies); 8. Coping Competence (Coping Competence Questionnaire).<br>Also the following process measures (mediators and moderators) are measured: 1. Flow (Flow as designed by Novak, 2000); 2. Intrinsic motivation (Intrinsic Motivation Inventory); 3. Psychological need satisfaction (Player Experience of Need Satisfaction); 4. Humanization (adapted from Bastian and Haslam (2010); 5. Game experience & evaluation (self-developed questionnaire items).