Game Intervention for Resilience
A Randomized Controlled Trial to Examine the Impact of a Game-based Intervention in Promoting Positive Affectivity and Enhancing Psychological Resilience
1 other identifier
interventional
60
1 country
1
Brief Summary
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:
- Does the game-based intervention improve positive affectivity and mental health compared to a waitlist control group immediately after the intervention and at 3-month follow-up?
- Are the mental health benefits of the game-based intervention mediated by improvements in positive affectivity over time? 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:
- Be randomly assigned to the game-based intervention group, the psychoeducation intervention group (as active control group), or the waitlist control group
- Engage with the assigned program for 10 days within two weeks
- Complete psychological assessments before and after the intervention, and again at 3-month follow-up
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 2026
Shorter than P25 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
September 24, 2025
CompletedFirst Posted
Study publicly available on registry
November 19, 2025
CompletedStudy Start
First participant enrolled
July 15, 2026
ExpectedPrimary Completion
Last participant's last visit for primary outcome
December 20, 2026
Study Completion
Last participant's last visit for all outcomes
December 20, 2026
May 1, 2026
April 1, 2026
5 months
September 24, 2025
April 27, 2026
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
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
Secondary Outcomes (6)
Change from Baseline in the Positive Affect Assessed by Chinese Affect Scale (CAS) at Post-Assessment and 3-Month Follow-Up
Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up
Change from Baseline in Positive Refocusing Strategy Measured by the Cognitive Emotion Regulation Questionnaire (CERQ) at Post-Assessment and 3-Month Follow-Up
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
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
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
Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up
- +1 more secondary outcomes
Study Arms (3)
Game-based intervention
EXPERIMENTALPsychoeducation intervention
ACTIVE COMPARATORWaitlist control
NO INTERVENTIONInterventions
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.
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.
Eligibility Criteria
You may qualify if:
- fluency in oral and written Cantonese or Mandarin;
- having experienced at least one major life stress in the recent 5 years (assessed by the Life Stress Index);
- normal or corrected-to-normal vision and hearing.
You may not qualify if:
- formal diagnosis of any major psychiatric illnesses or history of suicidal behaviour;
- major physical illness, neurological condition or traumatic brain injury;
- Intake of medication within the previous 6 months that may affect emotion or cognitive functions;
- pregnancy (for women);
- prior experience with any commercial computer repair simulation game.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
The University of Hong Kong
Hong Kong, Hong Kong
Central Study Contacts
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- TREATMENT
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Associate Professor
Study Record Dates
First Submitted
September 24, 2025
First Posted
November 19, 2025
Study Start (Estimated)
July 15, 2026
Primary Completion (Estimated)
December 20, 2026
Study Completion (Estimated)
December 20, 2026
Last Updated
May 1, 2026
Record last verified: 2026-04
Data Sharing
- IPD Sharing
- Will not share