Correlating Real and Virtual World Behavioral Fluctuations in Adolescence
1 other identifier
observational
20
1 country
1
Brief Summary
The present study will explore a new approach to ongoing evaluation and monitoring of fluctuations in personality traits via commercial video games. The aim of this longitudinal study is to examine the influence of everyday life event on video games performance as a function of individual differences in gaming behavioral patterns. focusing on the ongoing performance vacillations of the patient on commercial video games will offer insights in to possibly new generation of real time assessment medium of ongoing behavior.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for all trials
Started Nov 2014
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
Click on a node to explore related trials.
Study Timeline
Key milestones and dates
First Submitted
Initial submission to the registry
October 29, 2014
CompletedStudy Start
First participant enrolled
November 1, 2014
CompletedFirst Posted
Study publicly available on registry
November 4, 2014
CompletedPrimary Completion
Last participant's last visit for primary outcome
December 1, 2015
CompletedStudy Completion
Last participant's last visit for all outcomes
February 1, 2016
CompletedApril 14, 2016
April 1, 2016
1.1 years
October 29, 2014
April 13, 2016
Conditions
Keywords
Outcome Measures
Primary Outcomes (3)
Impulsivity manifested within game-play
In-Game kill/Stealth ratio
3 weeks
Activity manifested within game-play
In-Game number of missions and sub-mission attained
3 weeks
Aggresion manifested within game-play
In-Game aimed killing
3 weeks
Study Arms (2)
Control
Adolescents without any psychiatric disorder
Study
Adolescents with psychiatric disorder of the following: Attention-Deficit and Hyperactivity Disorder, Conduct, Oppositional defiant Disorder, Anxiety, Depression, Disruptive Mood Dysregulation Disorder
Eligibility Criteria
Male adolescents, 13-18, with and without psychopathology, evaluated and diagnosed by psychiatrists. Adolescents will be recruited from Shalvata MHC children and adolescents outpatient clinic and from convinience sample in the community.
You may qualify if:
- All subjects will have normal or corrected to normal vision with no sensory/motor disturbance
- An accessible computer at the house hold
- Previous experience in playing computer games.
You may not qualify if:
- drug abuse
- head injury
- living in a boarding school and a major psychiatric or neurological disorder.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- Shalvata Mental Health Centerlead
- University of Haifacollaborator
Study Sites (1)
Shalvata MHC
Hod HaSharon, Israel
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Aviv Segev, MD
Shalvata MHC, Sackler Faculty of Medicine, TA Uni.
Study Design
- Study Type
- observational
- Observational Model
- COHORT
- Time Perspective
- CROSS SECTIONAL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
October 29, 2014
First Posted
November 4, 2014
Study Start
November 1, 2014
Primary Completion
December 1, 2015
Study Completion
February 1, 2016
Last Updated
April 14, 2016
Record last verified: 2016-04