Game Intervention for Resilience

Trial statusRecruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexAll
Age23-35
SponsorThe University of Hong Kong

About this trial

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

Eligibility criteria

This trial does not accept healthy volunteers

Qualifiers

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.

Disqualifiers

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);

Trial design

Design model

Parallel

Treatments tested in this trial

  • Game-based Intervention

    Behavioral

    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.

  • Psychoeducation intervention

    Behavioral

    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.

Treatment groups

60 Participants
are divided into 3 treatment groups
Group A: Game-based interventionExperimental treatment 1 intervention
Group B: Psychoeducation interventionActive comparator 1 intervention
Group C: Waitlist controlNo intervention 0 interventions

Trial outcomes

Primary outcomes

1

Change from Baseline in the Symptom-Checklist 90 (SCL-90) at Post-Assessment and 3-Month Follow-Up

This outcome assesses changes in participants' psychological symptoms using the Symptom-Checklist 90 (SCL-90), a validated self-report instrument that measures a broad range of psychological problems and symptoms of psychopathology. Scores will be collected at baseline, immediately after the two-week intervention, and at 3-month follow-up to evaluate the effectiveness of the game-based intervention in improving mental health outcomes.

Time frame
Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up

Secondary outcomes

1

Change from Baseline in the Positive Affect Assessed by Chinese Affect Scale (CAS) at Post-Assessment and 3-Month Follow-Up

This outcome assesses changes in positive affect using the positive affect subscale of the Chinese Affect Scale (CAS). The measure will help determine whether the game-based intervention enhances emotional well-being.

Time frame
Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up
2

Change from Baseline in Positive Refocusing Strategy Measured by the Cognitive Emotion Regulation Questionnaire (CERQ) at Post-Assessment and 3-Month Follow-Up

This outcome evaluates changes in participants' use of positive refocusing as an emotion regulation strategy, measured by the corresponding subscale of the Cognitive Emotion Regulation Questionnaire (CERQ). The measure captures the tendency to redirect attention toward positive aspects during stressful experiences.

Time frame
Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up
3

Change from Baseline in Positive Reframing Strategy Measured by the Brief COPE at Post-Assessment and 3-Month Follow-Up

This outcome assesses changes in participants' use of positive reframing as a coping strategy, measured by the positive reframing subscale of the brief COPE inventory. This subscale reflects the ability to reinterpret stressful situations in a more positive light.

Time frame
Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up
4

Change from Baseline in Mental Health Symptoms Assessed by Beck Depression Inventory-II (BDI-II) at Post-Assessment and 3-Month Follow-Up

This outcome assesses changes in participants' psychological symptoms using the Symptom-Checklist 90 (SCL-90), a validated self-report instrument that measures a broad range of psychological problems and symptoms of psychopathology. Scores will be collected at baseline, immediately after the two-week intervention, and at 3-month follow-up to evaluate the effectiveness of the game-based intervention in improving mental health outcomes.

Time frame
Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up

Other outcomes

Sponsors and contacts

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