Pediatric Anxiety Intervention With an Entertaining Video Game: Feasibility Study
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 发起方
- Mayo Clinic
- 入组人数
- 20
- 试验地点
- 2
- 主要终点
- Mean Change From Baseline in Subjective Units of Distress Scale (SUDS) at End of Session
研究概览
简要总结
This research study aims to test the feasibility and effectiveness of using an entertaining video game as an addition to traditional therapy for the treatment of anxiety disorders in youth, particularly those youth who may have limited access to mental health treatment in the traditional clinical setting.
详细描述
The purpose of this research is to learn whether or not youth with social anxiety find a therapeutic video game engaging and useful. Children between the ages of 7 & 17 who have been diagnosed with a social anxiety disorder will be invited to participate in this study.
研究设计
- 研究类型
- Interventional
- 分配方式
- Na
- 干预模型
- Single Group
- 主要目的
- Other
- 盲法
- None
入排标准
- 年龄范围
- 7 Years 至 17 Years(Child)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Age 7 to 17
- •Primary diagnosis of:
- •social phobia,
- •separation anxiety disorder
- •A parent or other primary care giver available to participate with the child in all assessment and treatment activities
- •Estimated average intelligence
- •English speaking
- •Received les than 3 treatment sessions for social anxiety disorder
排除标准
- •History of and/or current diagnosis of:
- •bipolar disorder,
- •mental retardation,
- •oppositional defiant disorder,
- •selective mutism, or
- •major depressive disorder
- •Current suicidality or recent suicidal behavior
- •Parent to be involved in study who is unable to adequately participate due to intellectual or psychiatric difficulties
- •Starting or changing the dosage of a psychiatric medication in the last two months
研究组 & 干预措施
Single Arm - Entertaining Video Game
The children in this study will have a single visit. During this visit they will be introduced to the game. The child will then interact with the game and after they have finished, they will be asked questions about their experience with the game. Parents will observe and provide their own feedback about the game.
干预措施: Entertaining Video Game (Device)
结局指标
主要结局
Mean Change From Baseline in Subjective Units of Distress Scale (SUDS) at End of Session
时间窗: approximately 10 minutes
Subjective Units of Distress Scale (SUDs) - of 0 to 10 ratings, where 0 indicates that they feel no anxiety whatsoever and 10 indicates that they are experiencing maximum distress. The child interacts with the game for up to 30 minutes. The interviewer observes and records the child's interaction with the game. The child then has an opportunity to perform a real life exposure. For the remainder of the time, the interviewer will interview the child about his/her experience with the game. They will also get feedback from the parent.
次要结局
- Average Child Rating of Preferring the Game to Not Having the Game(approximately 30 minutes)
研究者
Stephen Whiteside
Associate Professor of Psychology
Mayo Clinic
