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临床试验/NCT01621815
NCT01621815已完成不适用

Variance of Video Games Playing Patterns Among Adolescents With Psychiatric Disorders: Diagnostical and Dynamic Meanings

Shalvata Mental Health Center1 个研究点 分布在 1 个国家目标入组 46 人开始时间: 2012年7月最近更新:
适应症

试验速览

阶段
不适用
状态
已完成
入组人数
46
试验地点
1

研究概览

简要总结

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.

详细描述

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.

研究设计

研究类型
Interventional
分配方式
Non Randomized
干预模型
Parallel
主要目的
Diagnostic
盲法
None

入排标准

年龄范围
13 Years 至 18 Years(Child, Adult)
性别
Male
接受健康志愿者

入选标准

  • 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

排除标准

  • 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

研究者

申办方类型
Other
责任方
Principal Investigator
主要研究者

Aviv Segev

Principal Investigator

Shalvata Mental Health Center

研究点 (1)

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