Games & Well-Being Study

Study Overview
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Brief Summary
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This project is focused on the neural and behavioral correlates of two different videos games that will be used as training tools. The two video games, developed by the Games Learning Society research group at the University of Wisconsin-Madison (UW) and the Wisconsin Institute for Discovery, are tailored to train mindfulness, particularly the regulation of attention; and prosocial behavior, especially sensitivity to others, in adolescents. This study will evaluate the hypothesis that systematic playing of mindfulness and prosocial games will change brain function in specific attentional, social and emotional circuits in potentially beneficial ways, and will impact performance on cognitive tasks of attention, and on measures of social cue perception and the propensity to share and behave altruistically. The investigators will employ behavioral and functional MRI-based neuroimaging measures to evaluate the investigators hypothesis.

Official Title
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Neural Correlates of Video Game Based Training to Foster Mindfulness and Prosocial Skills in Adolescents

Conditions
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Attentional Processing, Adolescent Behavior

Intervention / Treatment
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* Other: Attention Training Intervention Game
* Other: Prosocial Training Intervention Game
* Other: Control for Attention Intervention
* Other: Control for Prosocial Intervention


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: Fluent English speaker Enrolled in 7th or 8th grade Exclusion Criteria: Currently on psychotropic medications

Ages Eligible for Study
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Minimum Age: 12 Years
Maximum Age: 15 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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Accepts Healthy Volunteers

Study Plan
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How is the study designed?
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Design Details

Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: None (Open Label)


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Active Comparator: Control for Attention Intervention<br>Attentional Control Game is an active control group. We expect subjects in this group to play a control game for 2 weeks (plus or minus 7 days). | Other: Control for Attention Intervention<br> <br> |
| Experimental: Prosocial Training Intervention Game<br>The prosocial intervention group, which we expect will be play the experimental prosocial training game for 2 weeks (plus or minus 7 days). | Other: Prosocial Training Intervention Game<br> <br> * Other names: Crystals of Kaydor;|
| Experimental: Attention Training Intervention Game<br>The attention intervention group, which we expect will be play the experimental attention training game for 2 weeks (plus or minus 7 days). | Other: Attention Training Intervention Game<br> <br> * Other names: Tenacity;|
| Active Comparator: Control for Prosocial Intervention<br>This is an active control group. We expect subjects in this group to play a control game for 2 weeks (plus or minus 7 days). | Other: Control for Prosocial Intervention<br> <br> |

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Change from baseline in behavioral measures | Change in behavioral measures before and after attentional video game training. Timeframe is up to 7 days following the end of the 2 week game playing period. | baseline and up to 3 weeks | 
| Change from baseline in fMRI | Change in fMRI neural markers of empathic accuracy before and after attentional video game training. Timeframe is up to 7 days following the 2 week game playing period. | baseline and up to 3 weeks | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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prosocial behavior, prosocial, attention training, attention, empathy, emotion recognition