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UnknownNCT04631939

Metacognitive Training as a Serious Game

Metacognitive Training as a Serious Game: A New Approach for the Treatment of Delusions

Status
Unknown
Phase
N/A
Study type
Interventional
Enrollment
36 (estimated)
Sponsor
Christina Andreou · Academic / Other
Sex
All
Age
18 Years – 40 Years
Healthy volunteers
Not accepted

Summary

The project aims to evaluate the efficacy of a therapeutic video game that incorporates elements from metacognitive training on delusions and jumping-to-conclusions in patients with psychotic disorders.

Detailed description

The study is an international, multicenter study and is being conducted in Switzerland (University of Basel) as well as in Germany (University of Lübeck). A total of 36 participants will be included. The estimated duration of the study is 15 months. All participants play a video game from the genre "Third Person Adventure". A character is navigated through a fantasy world using a keyboard and mouse. In the fantasy world, "stations" in the form of glowing gems are sought where players have to solve different tasks. Participants are randomized to receive either the therapeutic video game with metacognitive training content or another video game with attention and memory tasks ("control intervention"). The control intervention does not include metacognitive tasks. Metacognitive training is an approach for the treatment of psychotic disorders, particularly delusions. The focus of metacognitive training is on thought distortions (so-called "cognitive biases") that are more pronounced in people with psychosis. The control intervention includes easily understandable, playful tasks. The intervention will take 4 appointments within 2 weeks.

Conditions

Interventions

TypeNameDescription
DEVICEMetacognitive training gameIn the fantasy world "Macu'ta", players explore the world by walking around with an avatar in order to find the puzzles and proceed in the game. The intervention consists of 4 different puzzles. Unbeknownst to the player, the first pieces of evidence of each puzzle are often misleading, i.e. indicate the wrong solution, such that hasty decisions are punished. Players receive immediate feedback and are shown the correct response after submitting their solution, as well as explicit cues that educate them on the value of making adequately informed decisions. The order of the puzzles is fixed for each player, but different per session.
DEVICEControl gamesIn the fantasy world "Macu'ta", players explore the world by walking around with an avatar in order to find the puzzles and proceed in the game. The control intervention consists of 4 different puzzle games requiring exclusively dexterity and accuracy (i.e., not including any metacognitive elements). The order of the puzzles is fixed for each player, but different per session.

Timeline

Start date
2021-06-01
Primary completion
2023-12-01
Completion
2023-12-01
First posted
2020-11-17
Last updated
2023-05-10

Locations

2 sites across 2 countries: Germany, Switzerland

Source: ClinicalTrials.gov record NCT04631939. Inclusion in this directory is not an endorsement.

Metacognitive Training as a Serious Game (NCT04631939) · Clinical Trials Directory