Variance of Video Games Playing Patterns Among Adolescents With Psychiatric Disorders
NCT ID: NCT01621815
Last Updated: 2015-05-20
Study Results
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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COMPLETED
NA
46 participants
INTERVENTIONAL
2012-07-31
2015-01-31
Brief Summary
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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.
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Detailed Description
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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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Study Design
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NON_RANDOMIZED
PARALLEL
DIAGNOSTIC
NONE
Study Groups
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Anxiety and Depression
Adolescents diagnosed with anxiety and/or depression
Video Game
Playing various video games: RPG, Race, FPS, Strategy
ADD
Adolescents diagnosed with ADD (without hyperactive element)
Video Game
Playing various video games: RPG, Race, FPS, Strategy
ADHD, Behavioral
Adolescents diagnosed with ADHD (with hyperactivity), with or without behavioral problems
Video Game
Playing various video games: RPG, Race, FPS, Strategy
PDD
Adolescents diagnosed with PDD Spectrum Disorders
Video Game
Playing various video games: RPG, Race, FPS, Strategy
Control
Adolescents without a psychiatric diagnosis
Video Game
Playing various video games: RPG, Race, FPS, Strategy
Interventions
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Video Game
Playing various video games: RPG, Race, FPS, Strategy
Other Intervention Names
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Eligibility Criteria
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Inclusion Criteria
* 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
* 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
13 Years
18 Years
MALE
Yes
Sponsors
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Shalvata Mental Health Center
OTHER
Responsible Party
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Aviv Segev
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
Countries
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Other Identifiers
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SH-12-13
Identifier Type: -
Identifier Source: org_study_id
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