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The goal of this clinical trial is to learn if a game-based intervention can enhance psychological resilience and promote positive affectivity in adults who have experienced major life stress.
The main questions it aims to answer are:
Researchers will compare the game-based intervention to an active control group and a waitlist control group to see if the game leads to better emotional and mental health outcomes.
Participants will:
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Game-based intervention | Experimental |
| |
| Psychoeducation intervention | Active Comparator |
| |
| Waitlist control | No Intervention |
| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Game-based Intervention | Behavioral | This intervention is a two-week game-based program designed to enhance psychological resilience and positive affectivity in individuals who have experienced major life stress. The game incorporates emotionally engaging features such as reward mechanisms, adaptive challenge levels, and implicit emotion-regulation cues. Unlike traditional psychoeducation or mindfulness-based interventions, this program uses interactive gameplay to target affective and cognitive processes associated with resilience. |
| Measure | Description | Time Frame |
|---|---|---|
| Change from Baseline in the Symptom-Checklist 90 (SCL-90) at Post-Assessment and 3-Month Follow-Up | This outcome assesses changes in participants' psychological symptoms using the Symptom-Checklist 90 (SCL-90), a validated self-report instrument that measures a broad range of psychological problems and symptoms of psychopathology. Scores will be collected at baseline, immediately after the two-week intervention, and at 3-month follow-up to evaluate the effectiveness of the game-based intervention in improving mental health outcomes. | Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up |
| Measure | Description | Time Frame |
|---|---|---|
| Change from Baseline in the Positive Affect Assessed by Chinese Affect Scale (CAS) at Post-Assessment and 3-Month Follow-Up | This outcome assesses changes in positive affect using the positive affect subscale of the Chinese Affect Scale (CAS). The measure will help determine whether the game-based intervention enhances emotional well-being. | Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up |
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Inclusion Criteria:
Exclusion Criteria:
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| Name | Role | Phone | Extension | |
|---|---|---|---|---|
| Associate Professor, Principle Investigator | Contact | +852-3917-8927 | rshao@hku.hk |
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| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| The University of Hong Kong | Recruiting | Hong Kong | Hong Kong |
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| Psychoeducation intervention | Behavioral | The psychoeducation intervention will teach strategies to identify and regulate emotions, challenge negative thinking styles, improve mental flexibility, encourage optimism and active coping under adversity, and highlight the importance of self-value, life style and social support. Participants will watch the psychoeducation materials for 1 hour/day, 5 days/week, 2 weeks in total. |
|
| Change from Baseline in Positive Refocusing Strategy Measured by the Cognitive Emotion Regulation Questionnaire (CERQ) at Post-Assessment and 3-Month Follow-Up | This outcome evaluates changes in participants' use of positive refocusing as an emotion regulation strategy, measured by the corresponding subscale of the Cognitive Emotion Regulation Questionnaire (CERQ). The measure captures the tendency to redirect attention toward positive aspects during stressful experiences. | Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up |
| Change from Baseline in Positive Reframing Strategy Measured by the Brief COPE at Post-Assessment and 3-Month Follow-Up | This outcome assesses changes in participants' use of positive reframing as a coping strategy, measured by the positive reframing subscale of the brief COPE inventory. This subscale reflects the ability to reinterpret stressful situations in a more positive light. | Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up |
| Change from Baseline in Mental Health Symptoms Assessed by Beck Depression Inventory-II (BDI-II) at Post-Assessment and 3-Month Follow-Up | This outcome assesses changes in participants' psychological symptoms using the Symptom-Checklist 90 (SCL-90), a validated self-report instrument that measures a broad range of psychological problems and symptoms of psychopathology. Scores will be collected at baseline, immediately after the two-week intervention, and at 3-month follow-up to evaluate the effectiveness of the game-based intervention in improving mental health outcomes. | Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up |
| Change from Baseline in Reward Processing Assessed by Monetary Incentive Delay (MID) Task at Post-Assessment and 3-Month Follow-Up | This outcome evaluates participants' behavioral responses to reward anticipation and motivated actions using the Monetary Incentive Delay (MID) Task. The task measures responses to reward, punishment, and neutral conditions, providing insight into the intervention's impact on reward-related brain function. | Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up |
| Change from Baseline in Cognitive Control Assessed by Color Stroop Task at Post-Assessment and 3-Month Follow-Up | This outcome assesses participants' cognitive control and attentional regulation using the Color Stroop Task. Reaction time and accuracy will be measured to evaluate changes in executive functioning following the intervention. | Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up |