We hypothesize that adolescents who play a serious game as add on to the regular CBT stay more interested to play the game, are satisfied with the game, do more homework and are able to apply the learned strategies in real-life. We expect little…
ID
Bron
Verkorte titel
Aandoening
Depressive or anxiety disorder and emotion regulation difficulties
Ondersteuning
Onderzoeksproduct en/of interventie
Uitkomstmaten
Primaire uitkomstmaten
Satisfaction (likert scale)
Duration/ fequency adolescents play the game (gamelogs)
Achtergrond van het onderzoek
Earlier research on serious gaming for improvement of emotion regulation strategies (ERS) has focused mostly on youth with externalizing psychopathology and anxiety in a residential setting, but emotion regulation problems also occurs within youth with internalizing psychopathology. The appliance of ERS in internalizing psychopathology in adolescents seems more promising since this type of pathology is more differentiated and rumination plays a greater role in the development of anxiety or depression in this developmental phase. The present study aims to test the feasibility of a serious game for emotion regulation problems (Dojo), which has been previously studied within an residential adolescent population and will asses the initial effectiveness of the serious game as add on to treatment as usual (TAU) among youth with internalizing psychopathology in an ambulatory setting, more specific adolescents with anxiety or depression.
Doel van het onderzoek
We hypothesize that adolescents who play a serious game as add on to the regular CBT stay more interested to play the game, are satisfied with the game, do more homework and are able to apply the learned strategies in real-life. We expect little negative effects; no negative changes in their anxiety/depression symptoms or their emotion regulation strategies (neither an increase of maladaptive emotion regulation strategies or a decrease in adaptive emotion regulation strategies) and no problems with school/homework, social contacts and hobbies.
Onderzoeksopzet
Pre- post-treatment and during follow up after 3 and 6 months.
Onderzoeksproduct en/of interventie
Dojo (developed by Gamedesk, Los Angeles, CA) is an 3D game for adolescents who have emotion regulation problems. In the game, emotions are being challenged and adolescents learn how to accurately cope with them. Dojo comprises two evidence based strategies in ameliorating ERS: (1) heart rate variability (HRV) biofeedback and (2) emotion regulation CBT-training.
Publiek
Wetenschappelijk
Belangrijkste voorwaarden om deel te mogen nemen (Inclusiecriteria)
Adolescents are being included when there is internalizing psychopathology (a depressive or anxiety disorder is measured with the Dutch translation of the Mini International Neuropsychiatric Interview for children and adolescents (MINI-KID) and emotion regulation difficulties, which are measured with the FEEL-KJ (an instrument to measure emotion regulation strategies in children and adolescents).
- Cut off score FEEL- KJ:
Adaptive emotion regulation strategies < 40 (low use of adaptive emotion regulation strategies), and/or
Maladaptive emotion regulation strategies > 60 (high dysfunctional use of emotion regulation strategies).
Belangrijkste redenen om niet deel te kunnen nemen (Exclusiecriteria)
Adolescents are excluded from the study if there is an other mental disorder diagnosed, such as ADHD, autism or substance abuse.
Opzet
Deelname
Voornemen beschikbaar stellen Individuele Patiënten Data (IPD)
Toelichting
Opgevolgd door onderstaande (mogelijk meer actuele) registratie
Geen registraties gevonden.
Andere (mogelijk minder actuele) registraties in dit register
Geen registraties gevonden.
In overige registers
Register | ID |
---|---|
NTR-new | NL8212 |
Ander register | Commisiemensgebondenonderzoek Radboud UMC : 2019-5290 |