Major Depressive Disorder Clinical Trial
Official title:
Positive Feedback vs. No-Feedback Games for Behavioral Change
We aim to investigate here whether we can develop a reinforcement learning game which provides game-based feedback to encourage positive actions (behaviors) both inside and outside of the game. Does providing positive reward when participants make decisions which are associated with value-based actions (like those in BA) result in different game decisions? We propose that it will increase positive actions in the game. And, secondly, how does it affect short-term behavior (in one week)? We propose that it will increase pro-health activities and may reduce depressive symptoms.
Status | Not yet recruiting |
Enrollment | 160 |
Est. completion date | November 1, 2023 |
Est. primary completion date | November 1, 2023 |
Accepts healthy volunteers | Accepts Healthy Volunteers |
Gender | All |
Age group | 18 Years to 34 Years |
Eligibility | Inclusion Criteria: - 18-34 years old - Fluent in English - Based in the United States Exclusion Criteria: - None |
Country | Name | City | State |
---|---|---|---|
United States | Online research conducted through Bard College | Annandale-on-Hudson | New York |
Lead Sponsor | Collaborator |
---|---|
Bard College |
United States,
Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Primary | Depressive symptoms (Patient Health Questionnaire-8 item) | 8 items rated in a self-report questionnaire. Scores range from 0 to 24 with higher scores indicating more depression symptoms. | baseline (T0) - before intervention | |
Primary | Depressive symptoms (Patient Health Questionnaire-8 item) | 8 items rated in a self-report questionnaire. Scores range from 0 to 24 with higher scores indicating more depression symptoms. | one week following intervention (T1) | |
Primary | Day Reconstruction Method (DRM) | The DRM measures how people spend their time and asks them how they felt while doing the activities they report. Ratings on a Likert scale indicate valence (how pleasant/unpleasant the activities were) and range from 0 (not at all) to 6 (very much), with higher pleasantness being better (and lower unpleasantness being better). | baseline (T0) - before intervention | |
Primary | Day Reconstruction Method (DRM) | The DRM measures how people spend their time and asks them how they felt while doing the activities they report. Ratings on a Likert scale indicate valence (how pleasant/unpleasant the activities were) and range from 0 (not at all) to 6 (very much), with higher pleasantness being better (and lower unpleasantness being better). | one week following intervention (T1) | |
Primary | Behavior in study-specific game | For both conditions, behavior and choices made during the game will be used as data for analyses. Game choices allow participants to decide what next activities they will "do" in the game. Analyses incorporate decision probabilities (which of 2 choices are selected) and compare them between conditions. The game is completed at baseline following assessment. | baseline (T0) | |
Primary | Motivation to change | A 7-point item, "It is important to me to do more positive activities in my life". Scores range from 0 [not at all] to 6 [very much]. Higher scores indicate more motivation to change. | baseline (T0) - after intervention | |
Secondary | Mood and Anxiety Symptoms Questionnaire (MASQ) | The MASQ measures mood and anxiety symptoms on three subscales: Anhedonic Depression, Anxious Arousal, and General Distress. Scores on each subscale range from 10 (low symptoms) to 50 (high symptoms). Higher scores indicate more depression, anxiety, and distress. | baseline (T0) - before intervention | |
Secondary | Mood Ratings | Mood will be rated on positive and negative scales: "On the whole, how sad were you today?" (Rated from 0 [not at all] to 6 [extremely]); "On the whole, how happy were you today?" (Rated from 0 [not at all] to 6 [extremely]). Higher scores indicate more sadness or happiness. | baseline (T0) - before intervention | |
Secondary | Mood Ratings | Mood will be rated on positive and negative scales: "On the whole, how sad were you today?" (Rated from 0 [not at all] to 6 [extremely]); "On the whole, how happy were you today?" (Rated from 0 [not at all] to 6 [extremely]). Higher scores indicate more sadness or happiness. | one week following intervention (T1) |
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