We expect that depressive adolescents will show a stronger increase in heart rate during, as well as a slower recovery afterwards, when they are left in the game or when they encounter fearful stimuli compared to non-depressive adolescents. Finally…
ID
Bron
Aandoening
Depression, prevention, adolescence.
Ondersteuning
Onderzoeksproduct en/of interventie
Uitkomstmaten
Primaire uitkomstmaten
Differences between the two groups in heart rate measurements and subjective experiences.
Achtergrond van het onderzoek
The aim of this project is to study the association between different constructs in the videogame Journey and depression in adolescence. The focus will be on two main elements in the videogame which both can be related to depression, namely anxiety and rejection sensitivity. Depressive symptoms will be measured using the Child Depression Inventory (CDI). Video game sessions of both groups will be videotaped and their heart rate will be measured during play. We expect that depressive adolescents will show a stronger increase in heart rate during, as well as a slower recovery afterwards, when they are left in the game or when they encounter fearful stimuli compared to non-depressive adolescents. Finally, these data will be combined with narrative perceptual data on experienced emotions while playing.
Doel van het onderzoek
We expect that depressive adolescents will show a stronger increase in heart rate during, as well as a slower recovery afterwards, when they are left in the game or when they encounter fearful stimuli compared to non-depressive adolescents. Finally, these data will be combined with narrative perceptual data on experienced emotions while playing.
Onderzoeksopzet
1. Screening of depressive symptoms (Child Depression Inventory);
2. Play video game.
Onderzoeksproduct en/of interventie
30 adolescents with elevated depressive symptoms (CDI-score > 16) and 30 adolescents with very few depressive symptoms (CDI-score < 8) will play a promising game for depression prevention. During the whole game, heart rate will be measured and gameplay will be videotaped. In addition, subjective experiences will be asked during gameplay.
Algemeen / deelnemers
Wetenschappers
Belangrijkste voorwaarden om deel te mogen nemen (Inclusiecriteria)
1. Adolescents in secondary schools (ages 15-18);
2. Informed consent from adolescents and parents;
3. Elevated depressive symptoms (CDI-score > 16).
Belangrijkste redenen om niet deel te kunnen nemen (Exclusiecriteria)
1. No informed consent from adolescents and parents;
2. Adolescents with severe depressive score and suicidal ideation (score 3 on item 9 of the CDI);
3. Adolescents currently receiving mental health care.
Opzet
Deelname
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In overige registers
Register | ID |
---|---|
NTR-new | NL4967 |
NTR-old | NTR5089 |
Ander register | ECG : ECSW2014-0109-248 |