Variance of Video Games Playing Patterns Among Adolescents With Psychiatric Disorders

NCT ID: NCT01621815

Last Updated: 2015-05-20

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

46 participants

Study Classification

INTERVENTIONAL

Study Start Date

2012-07-31

Study Completion Date

2015-01-31

Brief Summary

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As the use of video games (VG) is rapidly increasing, many studies have tries to understand the effects of VG on the children and adolescents playing them.

Most of the research was directed towards negative effects (especially violence, attention and school performance), producing mixed results.

Recently, more studies had focused their attention on the opposite angle: The influence of the player's mental and behavioral parameters, influencing his VG playing patterns. The focus of most of these researches was time of playing, addictive patterns and exposure to violence.

The current study will try to characterize the variance of VG playing pattern among adolescents diagnosed with psychiatric disorders, in order to better under the rich interaction between a player and his VG, and to understand whether VG playing patterns holds diagnostical clues for the child's diagnosis and his inner world.

Detailed Description

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The participants will be asked to attend 2 session, 2 hours each, at 3-14 days interval.

At the first session, after signing consent form, will asked to fill out questionaires regarding demographic data, personality, empathy trait, aggression state and trait and computer games usage.

also, they will be asked to complete HTP and TAT psycho-diagnostic tests. Then, using heart rate variability (HRV) and Galvanic skin response (GSR), monitor of sympathetic tonus will be measured while playing a shooting and race game.

At the end of the first session, they will be asked to fill additional aggression state questionaire.

On the second session, monitored by HRV and GSR, they will be asked to play a role playing game (RPG) and real-time strategy game (RTS). At the end of session, they will be asked to fill additional aggression state questionaire.

Parameters of playing patterns collected from the VG will be recorded and analyzed.

Conditions

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ADHD Conduct Depression Anxiety PDD

Study Design

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Allocation Method

NON_RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

DIAGNOSTIC

Blinding Strategy

NONE

Study Groups

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Anxiety and Depression

Adolescents diagnosed with anxiety and/or depression

Group Type ACTIVE_COMPARATOR

Video Game

Intervention Type BEHAVIORAL

Playing various video games: RPG, Race, FPS, Strategy

ADD

Adolescents diagnosed with ADD (without hyperactive element)

Group Type ACTIVE_COMPARATOR

Video Game

Intervention Type BEHAVIORAL

Playing various video games: RPG, Race, FPS, Strategy

ADHD, Behavioral

Adolescents diagnosed with ADHD (with hyperactivity), with or without behavioral problems

Group Type ACTIVE_COMPARATOR

Video Game

Intervention Type BEHAVIORAL

Playing various video games: RPG, Race, FPS, Strategy

PDD

Adolescents diagnosed with PDD Spectrum Disorders

Group Type ACTIVE_COMPARATOR

Video Game

Intervention Type BEHAVIORAL

Playing various video games: RPG, Race, FPS, Strategy

Control

Adolescents without a psychiatric diagnosis

Group Type ACTIVE_COMPARATOR

Video Game

Intervention Type BEHAVIORAL

Playing various video games: RPG, Race, FPS, Strategy

Interventions

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Video Game

Playing various video games: RPG, Race, FPS, Strategy

Intervention Type BEHAVIORAL

Other Intervention Names

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Video Games Computer Games RPG Role Playing Games FPS First Person Shooter Strategy

Eligibility Criteria

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Inclusion Criteria

* Age 13-18
* Diagnosis matching one of the defined research arms, made by a childhood and adolescents psychiatry specialist
* Playing various computer games regularly, for at least 2 years
* Informed consent has been given by the minor and his parents

Exclusion Criteria

* Organic sensory depravation (blindness, deafness)
* Motor dysfunction, relevant of using keyboard, mouse or remote
* Additional psychiatric diagnosis, apart the one matching the arm to which he was allocated
* Using illicit drugs during the previous 48 hours
Minimum Eligible Age

13 Years

Maximum Eligible Age

18 Years

Eligible Sex

MALE

Accepts Healthy Volunteers

Yes

Sponsors

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Shalvata Mental Health Center

OTHER

Sponsor Role lead

Responsible Party

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Aviv Segev

Principal Investigator

Responsibility Role PRINCIPAL_INVESTIGATOR

Principal Investigators

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Aviv Segev, MD

Role: PRINCIPAL_INVESTIGATOR

Shalvata MHC

Locations

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Shalvata MHC

Hod HaSharon, , Israel

Site Status

Countries

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Israel

Other Identifiers

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SH-12-13

Identifier Type: -

Identifier Source: org_study_id

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