No Placebo Group
Every participant receives an active treatment — no one gets a placebo.
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At a Glance
Age
11 – 15
Sex
Any
Study type
Interventional
Purpose
Basic Science
Participants needed
150 (estimated)
Sponsor
School of Health Sciences Geneva · Other
Who this trial is looking for
This trial is looking for adolescents aged 11-15 with elevated anxiety symptoms. Participants will play different types of video games online over six weeks to see if it helps reduce their anxiety.
Are You a Good Fit for This Trial?
You may be able to join if
I am aged 11-15 years
I have elevated anxiety symptoms
I have access to a computer at home
I have a reliable internet connection
You may not be able to join if
I have been diagnosed with Bipolar Disorder
I have been diagnosed with Psychosis
I have been diagnosed with Autism Spectrum Disorder
I have a neurological injury
I am currently enrolled in another cognitive training intervention
Summarized in plain language from this trial's official eligibility criteria.
The full criteria are further down this page — only the research team can
confirm whether you qualify.
Think this trial could be right for you?
Answer three quick questions written from this study's own rules to see if you may qualify. No account needed to find out.
Adolescence is a critical period for the onset and maintenance of anxiety disorders, which raises the importance of intervening early; one possibility of doing so is via digital interventions. At least two lines of research have been explored in the past years in this area. First, studies have tested the anxiolytic effects of casual video games, hypothesizing that, through the induction of flow, t…
Adolescence is a critical period for the onset and maintenance of anxiety disorders, which raises the importance of intervening early; one possibility of doing so is via digital interventions. At least two lines of research have been explored in the past years in this area. First, studies have tested the anxiolytic effects of casual video games, hypothesizing that, through the induction of flow, these games can effectively distract individuals from anxiety-related thoughts and feelings. Second, the bidirectional link between poor attentional control and higher anxiety has led to the design of novel interventions aiming to improve attentional control such as working memory training studies. Importantly, action video games, classified as a distinct gaming genre, have been shown to enhance attentional control. In this study, we aim to compare the effects of action video game play and casual game play to a no-training group, assessing their potential to alleviate anxiety when delivered entirely online. The goal of this three- arms randomized controlled trial is to evaluate the feasibility of a 6-week video game training intervention to reduce adolescent anxiety-related symptoms. We will also examine the efficacy of the proposed treatment when entirely deployed at adolescents' home.
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Eligibility Criteria
Inclusion Criteria:
1. Adolescents aged 11-15 years
2. Elevated anxiety symptoms, defined as a total score of ≥15 on the 41-item parent-report version of the Screen for Child Anxiety Related Emotional Disorders (SCARED).
3. Access to a computer (at least Windows 7 or Mac OSX) at home and a reliable…
Inclusion Criteria:
1. Adolescents aged 11-15 years
2. Elevated anxiety symptoms, defined as a total score of ≥15 on the 41-item parent-report version of the Screen for Child Anxiety Related Emotional Disorders (SCARED).
3. Access to a computer (at least Windows 7 or Mac OSX) at home and a reliable internet connection
Exclusion Criteria:
1. DSM diagnoses of Bipolar, Psychosis, Autism Spectrum Disorder, present or past.
2. Neurological injury (i.e. head injury)
3. Currently enrolled in another cognitive training intervention
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