A smartphone-based serious game for depressive symptoms: Protocol for a pilot randomized controlled trial
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Show full item recordcomunitat-uji-handle:10234/9
comunitat-uji-handle2:10234/8033
comunitat-uji-handle3:10234/8636
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INVESTIGACIONMetadata
Title
A smartphone-based serious game for depressive symptoms: Protocol for a pilot randomized controlled trialAuthor (s)
Date
2023-04-25Publisher
ElsevierISSN
2214-7829Bibliographic citation
Gómez-Cambronero, Á., Casteleyn, S., Bretón-López, J., García-Palacios, A., & Mira, A. (2023). A smartphone-based serious game for depressive symptoms: Protocol for a pilot randomized controlled trial. Internet Interventions, 32, 100624.Type
info:eu-repo/semantics/articleVersion
info:eu-repo/semantics/publishedVersionSubject
Abstract
Background
Depression is the most prevalent mental disorder, with detrimental effects on the patient's well-being, high disability, and a huge associated societal and economic cost. There are evidence-based treatments, ... [+]
Background
Depression is the most prevalent mental disorder, with detrimental effects on the patient's well-being, high disability, and a huge associated societal and economic cost. There are evidence-based treatments, but it is difficult to reach all people in need. Internet-based interventions, and more recently smartphone-based interventions, were explored to overcome barriers to access. Evidence shows them to be effective alternatives to traditional treatments. This paper presents the protocol of a pilot study whose primary aim is to investigate the efficacy of a smartphone-based serious game intervention for patients with mild to moderate depressive symptoms.
Methods
This randomized controlled pilot trial protocol foresees two arms design: 1/ smartphone- based serious game intervention (based on Cognitive Behavior Therapy with particular emphasis on Behavioral Activation and Physical Activity), 2/ waiting list control group. The study is expected to recruit 40 participants (18+), which will be randomly assigned to one of the experimental conditions. The duration of the intervention is two months. The primary outcome measure will be depressive symptomatology. Secondary outcomes will include other variables such as physical activity, resilience, anxiety, depression impairment, and positive and negative affect. Treatment expectation, satisfaction, usability, and game playability will also be measured. The data will be analyzed based on the intention-to-treat and per protocol analyses.
Discussion
The study aims to establish initial evidence for the efficacy of a smartphone-based serious game intervention, to serve as input for a larger-scale randomized control trial. The intervention exploits advanced smartphone capabilities, such as the use of a serious game as delivery mode, with the potential benefit of engagement and treatment adherence, and motion sensors to monitor and stimulate physical activity. As a secondary objective, the study aims to gather initial evidence on the user's expectations, satisfaction, usability and playability of the serious game as a treatment. [-]
Is part of
Internet Interventions 32 (2023) 100624Funder Name
Generalitat Valenciana | Universitat Jaume I | Gobierno de España | Ministerio de Ciencia, Innovación y Universidades
Project code
ACIF/2019/278 | CD/89/2021 | PID2020- 120250RB-I00 | MCIN/AEI/10.13039/501100011033
Rights
2214-7829/© 2023 The Authors. Published by Elsevier B.V. This is an open access article under the CC BY-NC-ND license
info:eu-repo/semantics/openAccess
info:eu-repo/semantics/openAccess
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