Clinical trial NCT04763954: Guided and Unguided Therapeutic Game to Improve Emotional Abilities of Students
Official title: The Effect of a Therapeutic Game With or Without Email Coaching in Improving the Emotional Abilities in Students
Study type: INTERVENTIONAL
Overall status: COMPLETED
Phase: NA
Conditions: Emotional Stress
Keywords: emotional skills
emotional abilities
stress
relaxation
Lead sponsor: Babes-Bolyai University
Sponsor class: OTHER
First posted: 2021-02-21
Enrollment: 139
Sex: ALL
Minimum age (years): 18
Standard ages: ADULT
OLDER_ADULT
Accepts healthy volunteers: yes
Allocation: RANDOMIZED
Intervention model: PARALLEL
Intervention model description: Game and control
Primary purpose: TREATMENT

Brief summary: The aim of the study is to investigate the efficiency of a therapeutic online game, with and without coaching, in training emotional abilities of students.

Detailed description: The study is a randomized control trial with three groups. We will perform measurements before the intervention, after the intervention and at one month follow-up.

Participants will be students and will be randomized into three groups using a randomization program. The first group will be the gaming with coaching group, the second group will bw the gaming without coaching group and the third group will be the control group.

Measurements will be performed before receiving the game, after the intervention and at one month follow-up. We will measure depression, anxiety, stress and well-being as primary outcomes, solution focus orientation as secondary outcome and rational and irrational cognitions as mechanism outcome. All questionnaires will be completed online in a Google Form.

The intervention will consist of the Rethink game. Rethink is a therapeutic game developed and tested to improve emotional abilities in children. Participants in our study will test two levels of Rethink as well as a trial version of the game. Each level of the game is focused on a component:

* Level 1: recognition of emotions
* Level 2: relaxation and mindfulness
* Level 3: rational and irrational cognitions
* Level 4:changing the cognitions
* Level 5: problem-solving
* Level 6: positive emotions
* Level 7: summary of previous aqusitions

Eligibility criteria: Inclusion Criteria:

* being a student in a public or private university from Romania

Exclusion Criteria:

* not being enrolled as a student in a university from Romania

Primary outcomes:
measure: Baseline emotions
timeFrame: Pre-intervention (one day before the intervention)
measure: Emotions after intervention in a stressful condition
timeFrame: Post-intervention - before a stressful event (before an exam)
measure: Changes in time in emotions after intervention
timeFrame: Post-intervention at one month after the intervention
Secondary outcomes:
measure: Baseline cognitions
timeFrame: Pre-intervention (one day before the intervention)
measure: Cognitions after intervention in stress condition
timeFrame: Post-intervention - before a stressful event (before an exam)
measure: Changes in time in cognitions after intervention
timeFrame: Post-intervention at one month after the intervention
Other outcomes:
Locations:
city: Cluj-Napoca
country: Romania
facility: Cristinalorint@Psychology.Ro
state: Cluj
Study officials:
References:
citation: Tomoiaga C, David O. The Efficacy of Guided and Unguided Game-Based Cognitive-Behavioral Therapy in Reducing Distress in College Students. Games Health J. 2022 Sep 6. doi: 10.1089/g4h.2021.0195. Online ahead of print.