Evaluating the Effect of Action-Like Video Game Play and of Casual Video Game Play on Anxiety in Adolescents: Protocol for a Randomized Controlled Trial

Gradi, Naïma; Bavelier, Daphné; Shechner, Tomer; Pichon, Swann · 2023 · Crossref

DOI: 10.21203/rs.3.rs-3443504/v1

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Summary

This document outlines the protocol for a randomized controlled trial (RCT) designed to evaluate the feasibility and efficacy of two distinct video game interventions in reducing anxiety symptoms among adolescents. The study is motivated by the high prevalence of anxiety in adolescence and the potential of digital interventions to address cognitive deficits associated with the disorder, specifically impaired attentional control. The research contrasts two theoretical mechanisms: the use of "action-like" games to train attentional control and the use of casual games to provide distraction from anxious thoughts. The study employs a three-arm parallel design involving 150 adolescents aged 12 to 14 years with high anxiety levels, identified via the parent version of the Screen for Child Anxiety Related Disorders (SCARED-P). Participants are randomly assigned to one of three groups: an attentional control training group playing *Eco-Rescue*, a distraction training group playing *Bejeweled 3*, or a no-training control group. *Eco-Rescue* is a custom-designed game based on the Multiple Object Tracking (MOT) paradigm combined with a visual detection task, intended to progressively improve attentional control through dual-tasking. *Bejeweled 3* is a commercial puzzle game selected for its ability to induce flow and distract attention. The intervention lasts six weeks, requiring approximately 12 hours of gameplay, conducted entirely online. Assessments occur at three time points: baseline (T1), one week post-intervention (T2), and four months post-intervention (T3). The primary outcome is anxiety severity, measured by the self-report SCARED-C questionnaire. Secondary outcomes include attentional control, assessed via the Useful Field of View (UFOV) and Test of Variables of Attention (TOVA) tasks, and affective working memory, measured by the Affective Backward Digit Span task. The study hypothesizes that both interventions will reduce anxiety compared to the control group, but only the *Eco-Rescue* group will show significant improvements in attentional control and affective control. Exploratory analyses will examine near-transfer effects on MOT performance, the relationship between attentional control improvements and anxiety reduction, and the impact of motivation and expectations on outcomes. The trial aims to determine whether gamified cognitive training offers a viable, accessible digital mental health intervention for adolescents.

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