Game-Based Digital Intervention for Relieving Depression and Anxiety Symptoms

NCT ID: NCT06301555

Last Updated: 2024-03-08

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

223 participants

Study Classification

INTERVENTIONAL

Study Start Date

2023-11-01

Study Completion Date

2024-02-01

Brief Summary

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Objective: To collect preliminary data and assess the preliminary effectiveness of a game-based digital therapeutics (DTx) intervention for individuals with symptoms of anxiety and depression, and to investigate whether reinforcement learning (RL) can personalize the intervention and enhance effectiveness. Design: Randomized controlled trial with three arms. Setting: Internet-based recruitment and delivery of the intervention. Participants: 223 individuals with symptoms of anxiety and depression, aged between 18 and 50 years. Interventions: Participants were randomly assigned to one of three groups: game-based DTx with RL algorithm (RL algorithm group), game-based DTx without RL algorithm (no algorithm group), and a blank control group. Main Outcomes and Measures: The primary outcomes were reductions in symptoms of anxiety and depression, measured using the Patient Health Questionnaire-9 and Generalized Anxiety Disorder 7-item scales. Response rates and rates of recovery, as well as the impact of demographic variables, were also examined.

Detailed Description

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Conditions

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Depression Anxiety

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

TREATMENT

Blinding Strategy

SINGLE

Participants

Study Groups

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Blank Control

No intervention

Group Type NO_INTERVENTION

No interventions assigned to this group

RL Algorithm Intervention

Group Type EXPERIMENTAL

Reinforcement learning algorithm powered cognitive and behavioral intervention

Intervention Type BEHAVIORAL

Reinforcement learning algorithm powered cognitive and behavioral intervention

No Algorithm Active Control

Group Type ACTIVE_COMPARATOR

cognitive and behavioral intervention

Intervention Type BEHAVIORAL

cognitive and behavioral intervention

Interventions

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Reinforcement learning algorithm powered cognitive and behavioral intervention

Reinforcement learning algorithm powered cognitive and behavioral intervention

Intervention Type BEHAVIORAL

cognitive and behavioral intervention

cognitive and behavioral intervention

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

1. age between 18 and 60 years;
2. having a PHQ-9 score or a GAD-7 score upon enrollment;
3. being able to operate a smartphone fluently;
4. having normal vision after correction

Exclusion Criteria

1. clinical diagnoses of severe psychiatric conditions such as schizophrenia or bipolar disorder;
2. at high risk of suicide or self-harm;
3. having significant cognitive impairments;
4. active substance abuse or dependence;
5. currently undergoing other psychological or pharmacological treatments for depression or anxiety;
6. pregnant individuals or those with postpartum depression, and those with serious physical health conditions that could impact mental health.
Minimum Eligible Age

18 Years

Maximum Eligible Age

60 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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Adai Technology (Beijing) Co., Ltd.

OTHER

Sponsor Role lead

Responsible Party

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Responsibility Role SPONSOR

Locations

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the First Hospital of China Medical University

Shenyang, Liaoning, China

Site Status

Countries

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China

References

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Shao X, Liu L, Zhu X, Tian C, Li D, Zhang L, Liu X, Liu Y, Zhu G, Li L. Personalized game-based digital intervention for relieving depression and anxiety symptoms: a pilot RCT. Npj Ment Health Res. 2025 Jul 3;4(1):27. doi: 10.1038/s44184-025-00141-x.

Reference Type DERIVED
PMID: 40610644 (View on PubMed)

Other Identifiers

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db2023

Identifier Type: -

Identifier Source: org_study_id

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