The Effectiveness of a Serious Game Targeting Interpersonal Emotion Regulation in Early Adolescents
NCT04808102 · Status: UNKNOWN · Phase: NA · Type: INTERVENTIONAL · Enrollment: 180
Last updated 2021-03-22
Summary
Background: Adaptive interpersonal emotion regulation (iER) is a vital tool for positive relations. During early adolescence, peer relations become increasingly important, making this age group a relevant target group for interventions promoting positive interactions with each other, yet no evidence-based intervention exists for early adolescents specifically.
Methods: This randomized controlled trial (RCT) aims to test effectiveness and feasibility of a serious game training iER skills in early adolescents by comparing outcomes with a control group playing a game without psychoeducational content in a pre- and post-test design. German- and English-speaking early adolescents (10-14 years) are eligible for participation. IER skills improvement assessed by a vignette task is the primary outcome variable and will be analysed with a chi-square test. Feasibility and acceptability and variables such as emotional competence, personal emotion regulation, gender, and sex will be assessed by questionnaires.
Discussion: This RCT will test whether playing serious game about iER strategies will result in an improvement of iER skills and whether the game is feasible and acceptable for early adolescents with the ultimate aim to implement the game in school classes and help early adolescents achieve positive peer relationships.
Conditions
- Interpersonal Relations
Interventions
- DEVICE
-
IER AG
The game is a web-based single-player adventure game with 3 levels created with the RPG Maker MV. Playtime is approximately 3 hours.
- DEVICE
-
BubbleShooter
A free-to-play arcade browser puzzle game called BubbleShooter.
Sponsors & Collaborators
-
Ludwig Boltzmann Gesellschaft
collaborator OTHER -
Karl Landsteiner University of Health Sciences
lead OTHER
Principal Investigators
-
Beate Schrank · Karl Landsteiner University of Health Sciences
Study Design
- Allocation
- RANDOMIZED
- Purpose
- PREVENTION
- Masking
- TRIPLE
- Model
- PARALLEL
Eligibility
- Min Age
- 10 Years
- Max Age
- 14 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2021-04-30
- Primary Completion
- 2021-09-30
- Completion
- 2022-03-31
More Related Trials
-
Effect Study of SMART Treatment for Youth
NCT07200713 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Development of Attention and Its Relationship With Emotions in Children and Adolescents
NCT06181747 ·Status: COMPLETED ·Phase: NA
-
A Study for the Disrupted Interpersonal Interaction Among Gaming Disorder Individuals and Treatment
NCT06208358 ·Status: RECRUITING ·Phase: NA
-
Cultural Adaptation, Validation, and Evaluation of the Programme for Promotion of Healthy Affective-Sexual Behaviours in Adolescents (IYG)
NCT07208045 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Game Intervention for Resilience
NCT07235696 ·Status: RECRUITING ·Phase: NA
-
Internet-based Emotion Regulation Intervention for Sexual Health
NCT04792177 ·Status: COMPLETED ·Phase: NA
-
Applying Short-term Interactive Video Games on Community Patients With Mental Disorders
NCT04346303 ·Status: UNKNOWN ·Phase: NA
-
Effect of Game-based HIIT Program on the Executive Function of Children With ADHD
NCT05308758 ·Status: COMPLETED ·Phase: NA
-
SAEM: A Serious Game for Emotional Regulation Problems in Adolescents
NCT05154292 ·Status: UNKNOWN ·Phase: NA
-
Design, Implementation and Evaluation of an Intervention Within Video Game for Mental Health Literacy in Adolescents and Young Adults
NCT06473857 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Testing the Efficacy of the REThink Emotions Platform in a Full-scale SMART Study
NCT06085391 ·Status: COMPLETED ·Phase: NA
-
Intervention on Socio-emotional Development and Well-being Through ICTs in Early Adulthood
NCT06049407 ·Status: COMPLETED ·Phase: NA
-
Enhancement of Emotion Regulation Skills in Adolescents
NCT04001140 ·Status: UNKNOWN ·Phase: NA
-
Efficacy of the REThink Therapeutic Online Game
NCT03308981 ·Status: COMPLETED ·Phase: NA
-
Social Health Games: The Use of Online Games to Decrease Loneliness in Older Adults
NCT04733898 ·Status: TERMINATED ·Phase: NA
-
Psychological Therapy for Gaming Disorder
NCT06018922 ·Status: COMPLETED ·Phase: NA
-
Effectiveness and Security Testing of a Mobile App for Self-Managing Emotion Dysregulation
NCT04210648 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Games & Well-Being Study
NCT01886911 ·Status: COMPLETED ·Phase: NA
-
Effects of Implementing a Program to Develop Emotional Skills and Post-traumatic Growth in Adolescents and Young Adults Receiving Child Welfare Services-a Pilot Study in the Haute-Loire Department
NCT07334704 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Development and Evaluation of a Psychological Intervention in Videogame Format for the Promotion of Active Aging
NCT04982497 ·Status: COMPLETED ·Phase: NA
-
REThinkWELL- the Use of Therapeutic Game to Reduce Mental Health Symptoms in Children and Adolescents
NCT06529510 ·Status: COMPLETED ·Phase: NA
-
Effectiveness of the Serious Video Game MOON in Emotional Regulation in ADHD
NCT06006871 ·Status: COMPLETED ·Phase: PHASE3
-
Gather.Town Gaming for Pregnant Adolescents With Depression Literacy
NCT06468020 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Self-Compassion and Problematic Gaming: A Randomized Trial
NCT07270315 ·Status: COMPLETED ·Phase: NA
-
Emotion Regulation Group Study
NCT05734677 ·Status: UNKNOWN ·Phase: NA