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
- F32Depressive episodeF41.1Generalized 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
Name Time Method 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
Name Time Method Does the intervention significantly lower depression and anxiety in a student population