Game Intervention for Resilience
For patients and families
In plain language
An automatic summary of structured registry data. It is an orientation aid, not a substitute for the official protocol or a physician assessment.
- What is being studied
- The protocol lists: Game-based Intervention, Psychoeducation intervention.
- Who it may be relevant to
- Registry conditions: Chronic Stress, Trauma Exposure, Resilience, Psychological, Major Life Stress. Basic parameters: 23 years — 35 years · All.
- What needs checking
- Age, condition and sex are only basic indicators. Prior treatment, laboratory values and other mandatory requirements appear in the eligibility criteria below.
- Where it takes place
- Hong Kong
- Next step
- Save the trial, show it to the treating physician, and confirm current recruitment with the study center. Costs, documents and travel →
Unsure about the terms? Read our patient guide →
Official title
A Randomized Controlled Trial to Examine the Impact of a Game-based Intervention in Promoting Positive Affectivity and Enhancing Psychological Resilience
Overview
The goal of this clinical trial is to learn if a game-based intervention can enhance psychological resilience and promote positive affectivity in adults who have experienced major life stress. The main questions it aims to answer are: * Does the game-based intervention improve positive affectivity and mental health compared to a waitlist control group immediately after the intervention and at 3-month follow-up? * Are the mental health benefits of the game-based intervention mediated by improvements in positive affectivity over time? Researchers will compare the game-based intervention to an active control group and a waitlist control group to see if the game leads to better emotional and mental health outcomes. Participants will: * Be randomly assigned to the game-based intervention group, the psychoeducation intervention group (as active control group), or the waitlist control group * Engage with the assigned program for 10 days within two weeks * Complete psychological assessments before and after the intervention, and again at 3-month follow-up
Interventions
- Behavioral Game-based Intervention
This intervention is a two-week game-based program designed to enhance psychological resilience and positive affectivity in individuals who have experienced major life stress. The game incorporates emotionally engaging features such as reward mechanisms, adaptive challenge levels, and implicit emotion-regulation cues. Unlike traditional psychoeducation or mindfulness-based interventions, this program uses interactive gameplay to target affective and cognitive processes associated with resilience - Behavioral Psychoeducation intervention
The psychoeducation intervention will teach strategies to identify and regulate emotions, challenge negative thinking styles, improve mental flexibility, encourage optimism and active coping under adversity, and highlight the importance of self-value, life style and social support. Participants will watch the psychoeducation materials for 1 hour/day, 5 days/week, 2 weeks in total.
Primary outcome measures
- Change from Baseline in the Symptom-Checklist 90 (SCL-90) at Post-Assessment and 3-Month Follow-Up [Time frame: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up]
Secondary outcome measures (6)
- Change from Baseline in the Positive Affect Assessed by Chinese Affect Scale (CAS) at Post-Assessment and 3-Month Follow-Up [Time frame: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up]
- Change from Baseline in Positive Refocusing Strategy Measured by the Cognitive Emotion Regulation Questionnaire (CERQ) at Post-Assessment and 3-Month Follow-Up [Time frame: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up]
- Change from Baseline in Positive Reframing Strategy Measured by the Brief COPE at Post-Assessment and 3-Month Follow-Up [Time frame: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up]
- Change from Baseline in Mental Health Symptoms Assessed by Beck Depression Inventory-II (BDI-II) at Post-Assessment and 3-Month Follow-Up [Time frame: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up]
- Change from Baseline in Reward Processing Assessed by Monetary Incentive Delay (MID) Task at Post-Assessment and 3-Month Follow-Up [Time frame: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up]
- Change from Baseline in Cognitive Control Assessed by Color Stroop Task at Post-Assessment and 3-Month Follow-Up [Time frame: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up]
Eligibility criteria
Inclusion criteria
- fluency in oral and written Cantonese or Mandarin;
- having experienced at least one major life stress in the recent 5 years (assessed by the Life Stress Index);
- normal or corrected-to-normal vision and hearing.
Exclusion criteria
- formal diagnosis of any major psychiatric illnesses or history of suicidal behaviour;
- major physical illness, neurological condition or traumatic brain injury;
- Intake of medication within the previous 6 months that may affect emotion or cognitive functions;
- pregnancy (for women);
- prior experience with any commercial computer repair simulation game.
Criteria are shown verbatim from the registry (in English). Final eligibility is always assessed by the study center.
Healthy volunteers: No
Study design
- Allocation
- Randomized
- Model
- Parallel assignment
- Masking
- Open label
- Primary purpose
- Treatment
Study locations
Hong Kong · 1 center
- The University of Hong Kong — Hong Kong
Identifiers
NCT: NCT07235696 · EA250229