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Researching the Effect the Mobile Mental Health Game eQuoo Has on Resilience, Anxiety and Depression in a Student Population. A Randomised Control Trial.

Phase 3
Conditions
F32
Depressive episode
F41.1
Generalized anxiety disorder
Registration Number
DRKS00027638
Lead Sponsor
Professor Steve PillingResearch Department of Clinical, Educational and Health PsychologyUC
Brief Summary

Not available

Detailed Description

Not available

Recruitment & Eligibility

Status
Complete
Sex
All
Target Recruitment
1166
Inclusion Criteria

As the study was aimed to research the effect of eQuoo on a student population, the eligibility criteria was (a) to be an enrolled student (b) access to a smartphone or tablet device, (c) ability to read English, and (d) an iTunes or Google Play account. No further criteria were set.

Exclusion Criteria

Not being a student or owning a smartphone

Study & Design

Study Type
interventional
Study Design
Not specified
Primary Outcome Measures
NameTimeMethod
The resilience of the test group is significantly increased in t5: in the 5th (and last) in comparison to week t0 (the first increase) and the waiting list.
Secondary Outcome Measures
NameTimeMethod
Does the intervention significantly lower depression and anxiety in a student population
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