Clinical Trials Directory

Trials / Completed

CompletedNCT01621815

Variance of Video Games Playing Patterns Among Adolescents With Psychiatric Disorders

Variance of Video Games Playing Patterns Among Adolescents With Psychiatric Disorders: Diagnostical and Dynamic Meanings

Status
Completed
Phase
N/A
Study type
Interventional
Enrollment
46 (actual)
Sponsor
Shalvata Mental Health Center · Academic / Other
Sex
Male
Age
13 Years – 18 Years
Healthy volunteers
Accepted

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.

Detailed description

The participants will be asked to attend 2 session, 2 hours each, at 3-14 days interval. At the first session, after signing consent form, will asked to fill out questionaires regarding demographic data, personality, empathy trait, aggression state and trait and computer games usage. also, they will be asked to complete HTP and TAT psycho-diagnostic tests. Then, using heart rate variability (HRV) and Galvanic skin response (GSR), monitor of sympathetic tonus will be measured while playing a shooting and race game. At the end of the first session, they will be asked to fill additional aggression state questionaire. On the second session, monitored by HRV and GSR, they will be asked to play a role playing game (RPG) and real-time strategy game (RTS). At the end of session, they will be asked to fill additional aggression state questionaire. Parameters of playing patterns collected from the VG will be recorded and analyzed.

Conditions

Interventions

TypeNameDescription
BEHAVIORALVideo GamePlaying various video games: RPG, Race, FPS, Strategy

Timeline

Start date
2012-07-01
Primary completion
2015-01-01
Completion
2015-01-01
First posted
2012-06-18
Last updated
2015-05-20

Locations

1 site across 1 country: Israel

Source: ClinicalTrials.gov record NCT01621815. Inclusion in this directory is not an endorsement.