Variance of Video Games Playing Patterns Among Adolescents With Psychiatric Disorders
1 other identifier
interventional
46
1 country
1
Brief Summary
As the use of video games (VG) is rapidly increasing, many studies have tries to understand the effects of VG on the children and adolescents playing them. 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.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Jul 2012
Typical duration for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
First Submitted
Initial submission to the registry
June 14, 2012
CompletedFirst Posted
Study publicly available on registry
June 18, 2012
CompletedStudy Start
First participant enrolled
July 1, 2012
CompletedPrimary Completion
Last participant's last visit for primary outcome
January 1, 2015
CompletedStudy Completion
Last participant's last visit for all outcomes
January 1, 2015
CompletedMay 20, 2015
May 1, 2015
2.5 years
June 14, 2012
May 19, 2015
Conditions
Keywords
Study Arms (5)
Anxiety and Depression
ACTIVE COMPARATORAdolescents diagnosed with anxiety and/or depression
ADD
ACTIVE COMPARATORAdolescents diagnosed with ADD (without hyperactive element)
ADHD, Behavioral
ACTIVE COMPARATORAdolescents diagnosed with ADHD (with hyperactivity), with or without behavioral problems
PDD
ACTIVE COMPARATORAdolescents diagnosed with PDD Spectrum Disorders
Control
ACTIVE COMPARATORAdolescents without a psychiatric diagnosis
Interventions
Playing various video games: RPG, Race, FPS, Strategy
Eligibility Criteria
You may qualify if:
- Age 13-18
- 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
You may not qualify if:
- Organic sensory depravation (blindness, deafness)
- 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
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Shalvata MHC
Hod HaSharon, Israel
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Aviv Segev, MD
Shalvata MHC
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- NON RANDOMIZED
- Masking
- NONE
- Purpose
- DIAGNOSTIC
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Principal Investigator
Study Record Dates
First Submitted
June 14, 2012
First Posted
June 18, 2012
Study Start
July 1, 2012
Primary Completion
January 1, 2015
Study Completion
January 1, 2015
Last Updated
May 20, 2015
Record last verified: 2015-05