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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
NameTimeMethod
Depressive symptoms: Children’s Depression Inventory (CDI).
Secondary Outcome Measures
NameTimeMethod
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).
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