Gamified Web-Based Mindfulness for University Student Stress
Mindfulness Meets Gamification: A Pilot Randomized Controlled Trial of a Web-Based Stress Reduction Intervention for University Students
1 other identifier
interventional
20
1 country
1
Brief Summary
The goal of this clinical trial is to learn whether a brief gamified digital mindfulness intervention can reduce perceived stress among university students. The main questions it aims to answer are:
- Does the digital mindfulness intervention reduce perceived stress, measured using the 10-item Perceived Stress Scale (PSS-10)?
- Is the intervention usable and acceptable to university students? Researchers will compare participants assigned to the gamified digital mindfulness intervention with participants assigned to a control condition consisting of reading an informational article to determine whether the intervention produces a greater reduction in perceived stress. Participants will:
- Complete a baseline assessment of perceived stress.
- Be randomly assigned to the intervention or control group.
- In the intervention group, complete five gamified mindfulness sessions of approximately three minutes each through a web application over a 10-day period.
- In the control group, read an informational article.
- Complete a follow-up assessment of perceived stress after the intervention period.
- If assigned to the intervention group, complete a questionnaire assessing the application's usability and acceptability.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for not_applicable
Started Dec 2024
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
Study Start
First participant enrolled
December 9, 2024
CompletedPrimary Completion
Last participant's last visit for primary outcome
December 18, 2024
CompletedStudy Completion
Last participant's last visit for all outcomes
January 15, 2025
CompletedFirst Submitted
Initial submission to the registry
September 4, 2026
CompletedFirst Posted
Study publicly available on registry
September 10, 2026
CompletedSeptember 14, 2026
September 1, 2026
9 days
September 4, 2026
September 9, 2026
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
Change in Perceived Stress Scale Score
Change in perceived stress from baseline to the end of the 10-day study period, measured using the 10-item Perceived Stress Scale (PSS-10). Each item is scored from 0 to 4, producing a total score ranging from 0 to 40. Higher scores indicate greater perceived stress. The outcome will be calculated as the follow-up score minus the baseline score and compared between the gamified digital mindfulness intervention and active comparator groups.
Baseline and Day 10
Secondary Outcomes (1)
Usability of the Gamified Digital Mindfulness Application
Day 10
Study Arms (2)
Experimental arm: Gamified Digital Mindfulness Intervention
EXPERIMENTALParticipants assigned to this arm received access to a gamified web-based mindfulness application. They were asked to complete five guided mindfulness sessions, each lasting approximately three minutes, over a 10-day period. The application incorporated gamification features to support engagement and progression through the sessions. Participants completed perceived-stress assessments before and after the intervention period and evaluated the application's usability and acceptability after using it.
Active Comparator Arm: Informational Article Control
ACTIVE COMPARATORParticipants assigned to this arm received an informational article related to mindfulness and stress management, which they were asked to read during the 10-day study period. They did not receive access to the gamified mindfulness application. Participants completed the same perceived-stress assessments at baseline and at the end of the study period.
Interventions
A written informational article related to mindfulness and stress management. Participants assigned to the active comparator arm were asked to read the article during the 10-day study period. They did not receive access to the gamified digital mindfulness application.
A self-guided, gamified mindfulness intervention delivered through a web application. The intervention consisted of five guided mindfulness sessions, each lasting approximately three minutes, to be completed over a 10-day period. The sessions were designed to promote present-moment awareness and support stress management. The application incorporated gamification features to encourage engagement and progression through the intervention.
Eligibility Criteria
You may qualify if:
- Aged 18 years or older
- Currently enrolled as a university student.
- Able to read and understand Spanish.
- Access to an internet-connected computer, tablet, or smartphone.
- Able to use the web-based intervention during the 10-day study period.
- Willing and able to provide informed consent.
You may not qualify if:
- Unable to provide informed consent.
- Unable to access or use the web-based application.
- Concurrent participation in another intervention study addressing stress or mindfulness.
- Previous participation in the development or usability testing of the study application.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Universidad Peruana Cayetano Heredia
Lima, Lima Province, 15102, Peru
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- PREVENTION
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Principal Investigator
Study Record Dates
First Submitted
September 4, 2026
First Posted
September 10, 2026
Study Start
December 9, 2024
Primary Completion
December 18, 2024
Study Completion
January 15, 2025
Last Updated
September 14, 2026
Record last verified: 2026-09