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Video Game Play to Alleviate Adolescent Anxiety

StatusRecruiting
PhaseNot applicable
Started
View on ClinicalTrials.gov ↗
Trial flagged as At Risk
Primary completion moved at least 1 year 3 months later Jun 2026 → Oct 2027
See other at-risk trials from School of Health Sciences Geneva

Record History

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  1. Notable Primary and study completion pushed from Jun 2026 to Oct 2027 Show 5 more changesShow less
    • Study sites: 2 to 3
    • Eligibility criteria expanded, about 16 words
    • Secondary endpoints: details revised at 4 of 4 entries
    • Collaborators: 3 to 4
    • Publications: details revised at 11 of 11 entries
  2. Notable Trial status: Not Yet Recruiting to Recruitingv3 Show 4 more changesShow less
    • Primary and study completion dates: Jun 2025 to Jun 2026
    • Start date changed from estimate of Jan 2024 to Jun 1, 2024
    • Site details revised at 2 of 2 sites
    • Eligibility criteria expanded, about 1 word
  3. Notable Primary completion date: Jun 2024 to Jun 2025
    • Start date: Jun 2023 to Jan 2024
    • Enrollment target: 147 to 150
    • Collaborators: 2 to 3
    v2
  4. Minor Study First Submitted
  • Stopped: an ongoing trial was terminated, suspended or withdrawn.
  • Notable: the trial’s plan changed such as a big move in its timeline or size, a new primary endpoint, sponsor or phase, or recruiting opened or resumed.
  • Minor: routine progress and housekeeping, such as sites added or enrollment closed.
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.
Trial Details
NCT Number NCT05923944
Lead Sponsor School of Health Sciences Geneva
Collaborators: University of Geneva, Switzerland, University of Haifa, Swiss National Science Foundation, Florida International University
Conditions
(from sponsor)
Anxiety, Anxiety Disorders and Symptoms
Related terms Anxiety Disorders, Emotional Regulation
Enrollment 150 participants
Start Date
Primary Completion (estimated)
Study Completion (estimated)
Updated on ClinicalTrials.gov