Game-Based Digital Intervention for Relieving Depression and Anxiety Symptoms
NCT06301555 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 223
Last updated 2024-03-08
Summary
Objective: To collect preliminary data and assess the preliminary effectiveness of a game-based digital therapeutics (DTx) intervention for individuals with symptoms of anxiety and depression, and to investigate whether reinforcement learning (RL) can personalize the intervention and enhance effectiveness. Design: Randomized controlled trial with three arms. Setting: Internet-based recruitment and delivery of the intervention. Participants: 223 individuals with symptoms of anxiety and depression, aged between 18 and 50 years. Interventions: Participants were randomly assigned to one of three groups: game-based DTx with RL algorithm (RL algorithm group), game-based DTx without RL algorithm (no algorithm group), and a blank control group. Main Outcomes and Measures: The primary outcomes were reductions in symptoms of anxiety and depression, measured using the Patient Health Questionnaire-9 and Generalized Anxiety Disorder 7-item scales. Response rates and rates of recovery, as well as the impact of demographic variables, were also examined.
Conditions
Interventions
- BEHAVIORAL
-
Reinforcement learning algorithm powered cognitive and behavioral intervention
Reinforcement learning algorithm powered cognitive and behavioral intervention
- BEHAVIORAL
-
cognitive and behavioral intervention
cognitive and behavioral intervention
Sponsors & Collaborators
-
Adai Technology (Beijing) Co., Ltd.
lead OTHER
Study Design
- Allocation
- RANDOMIZED
- Purpose
- TREATMENT
- Masking
- SINGLE
- Model
- PARALLEL
Eligibility
- Min Age
- 18 Years
- Max Age
- 60 Years
- Sex
- ALL
- Healthy Volunteers
- No
Timeline & Regulatory
- Start
- 2023-11-01
- Primary Completion
- 2024-01-01
- Completion
- 2024-02-01
Countries
- China
Study Locations
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