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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.
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:
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Game | Experimental | Group that receives the game intervention (the trial version and the access to level 2 and level 7 |
|
| Control | No Intervention | Group without intervention | |
| Guidance | Experimental | Group that receives the game (the same levels as group 1) and email coaching one day after completing the game. |
|
| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Rethink therapeutic game | Other | The Rethink therapeutic game is a 7 levels online game developed and tested for children. Each level is based on a specific skill and its efficiency has been previously studies in children. |
| Measure | Description | Time Frame |
|---|---|---|
| Baseline emotions | Measured with Profile of Emotional Distress | Pre-intervention (one day before the intervention) |
| Emotions after intervention in a stressful condition | Measured with Profile of Emotional Distress | Post-intervention - before a stressful event (before an exam) |
| Changes in time in emotions after intervention | Measured with Profile of Emotional Distress | Post-intervention at one month after the intervention |
| Measure | Description | Time Frame |
|---|---|---|
| Baseline cognitions | Measured with Attitudinal Beliefs Scale | Pre-intervention (one day before the intervention) |
| Cognitions after intervention in stress condition | Measured with Attitudinal Beliefs Scale |
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Inclusion Criteria:
Exclusion Criteria:
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| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Cristinalorint@Psychology.Ro | Cluj-Napoca | Cluj | 400540 | Romania |
| PubMed Identifier | Type | Citation | Retractions |
|---|---|---|---|
| 36067336 | Derived | 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. |
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| ID | Term |
|---|---|
| D013315 | Stress, Psychological |
| ID | Term |
|---|---|
| D001526 | Behavioral Symptoms |
| D001519 | Behavior |
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Game and control
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| Post-intervention - before a stressful event (before an exam) |
| Changes in time in cognitions after intervention | Measured with Attitudinal Beliefs Scale | Post-intervention at one month after the intervention |