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| Name | Class |
|---|---|
| Ludwig Boltzmann Gesellschaft | OTHER |
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Background: Adaptive interpersonal emotion regulation (iER) is a vital tool for positive relations. During early adolescence, peer relations become increasingly important, making this age group a relevant target group for interventions promoting positive interactions with each other, yet no evidence-based intervention exists for early adolescents specifically.
Methods: This randomized controlled trial (RCT) aims to test effectiveness and feasibility of a serious game training iER skills in early adolescents by comparing outcomes with a control group playing a game without psychoeducational content in a pre- and post-test design. German- and English-speaking early adolescents (10-14 years) are eligible for participation. IER skills improvement assessed by a vignette task is the primary outcome variable and will be analysed with a chi-square test. Feasibility and acceptability and variables such as emotional competence, personal emotion regulation, gender, and sex will be assessed by questionnaires.
Discussion: This RCT will test whether playing serious game about iER strategies will result in an improvement of iER skills and whether the game is feasible and acceptable for early adolescents with the ultimate aim to implement the game in school classes and help early adolescents achieve positive peer relationships.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| IER serious game | Experimental | A serious game training interpersonal emotion regulation strategies. |
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| control game | Sham Comparator | A control puzzle game without psychoeducational content. |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| IER AG | Device | The game is a web-based single-player adventure game with 3 levels created with the RPG Maker MV. Playtime is approximately 3 hours. |
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| Measure | Description | Time Frame |
|---|---|---|
| Interpersonal emotion regulation | change of iER strategies participants can think of from pre (baseline)- to post-intervention, i.e. if the percentage of participants who improve their knowledge about possible iER strategies is higher in the experimental group compared to the control group. This is done via a vignette-task. | The follow-up will be approximately 5 days after baseline measures. |
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Inclusion Criteria:
Exclusion Criteria:
-
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| Name | Role | Phone | Extension | |
|---|---|---|---|---|
| Gloria Mittmann, MSc | Contact | +43 (0) 664 882 857 69 | gloria.mittmann@kl.ac.at | |
| Beate Schrank | Contact | beate.schrank@kl.ac.at |
| Name | Affiliation | Role |
|---|---|---|
| Beate Schrank | Karl Landsteiner University of Health Sciences | Study Director |
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| PubMed Identifier | Type | Citation | Retractions |
|---|---|---|---|
| 34696816 | Derived | Mittmann G, Zehetmayer S, Schrank B. Study protocol for a randomised controlled trial to evaluate the effectiveness of a serious game targeting interpersonal emotion regulation in early adolescents. Trials. 2021 Oct 25;22(1):741. doi: 10.1186/s13063-021-05706-7. |
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This trial is a RCT with an experimental and a control group, with participants being individually allocated to either of the groups. The allocation ratio is 50:50. This RCT adopts a pre-post-test strategy with the between-participant factor "group" and the within-participant factor "time".
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Investigator and trial participants will be blinded throughout the study due to the automised randomization process via the online server SosciSurvey. Statistical analysis will be executed by generating a number for each group, with its affiliation unknown to the analyst.
| BubbleShooter | Device | A free-to-play arcade browser puzzle game called BubbleShooter. |
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