Guided Feedback in an Online Game Impacts Decision Making
Study Details
Study Description
Brief Summary
The purpose of the study is to evaluate the use of a text-based game as a way to understand decision making and knowledge related to anxiety, stress, and mood states like depression or loneliness. The investigators are interested in identifying whether participants who are given feedback before and during the game will report changes in behavior or depressive symptoms over the course of a one-week period. This is a follow-up to the published study from the researchers.
Condition or Disease | Intervention/Treatment | Phase |
---|---|---|
|
N/A |
Study Design
Arms and Interventions
Arm | Intervention/Treatment |
---|---|
Experimental: Video Short video with BA intervention ideas |
Behavioral: Video
Video uses BA techniques for approximately 5 minutes
|
Experimental: Active game Feedback Twine game |
Behavioral: Active game
Game provides positive feedback in response to decisions made by participants
|
Sham Comparator: Neutral game Neutral Twine game |
Behavioral: Neutral game
Game without feedback
|
No Intervention: No intervention
|
|
Experimental: Video + Active game Combines Video and Active game |
Behavioral: Video
Video uses BA techniques for approximately 5 minutes
Behavioral: Active game
Game provides positive feedback in response to decisions made by participants
|
Active Comparator: Video + Neutral game Combines Video and Neutral game |
Behavioral: Video
Video uses BA techniques for approximately 5 minutes
Behavioral: Neutral game
Game without feedback
|
Outcome Measures
Primary Outcome Measures
- patient health questionnaire (PHQ; 8 items) [baseline (T0) - before intervention]
The PHQ measures depression; scores range from 0 to 24 with higher scores indicating more depression.
- patient health questionnaire (PHQ; 8 items) [one week following intervention (T1)]
The PHQ measures depression; scores range from 0 to 24 with higher scores indicating more depression.
- Behavior in study-specific game [Completed at baseline (T0)]
For participants completing the game (neutral or active), behavior and choices made 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 2-5 choices are selected) and compare them between conditions. The game is completed at baseline following assessment (and following video) for those assigned this arm only.
Secondary Outcome Measures
- Generalized Anxiety Disorder 7 (GAD-7) [Baseline (T0) before intervention]
7-item measure of generalized anxiety; scores range from 0 to 21 with higher scores indicating more anxiety.
- Generalized Anxiety Disorder 7 (GAD-7) [one-week follow-up (T1)]
7-item measure of generalized anxiety; scores range from 0 to 21 with higher scores indicating more anxiety.
Eligibility Criteria
Criteria
Inclusion Criteria:
-
18+ age
-
Eligible to participate in online research
-
Able to read and respond in English
Exclusion Criteria:
- None
Contacts and Locations
Locations
Site | City | State | Country | Postal Code | |
---|---|---|---|---|---|
1 | Bard College | Annandale-on-Hudson | New York | United States | 12504 |
Sponsors and Collaborators
- Bard College
- University of Texas at Austin
Investigators
None specified.Study Documents (Full-Text)
None provided.More Information
Publications
None provided.- 2021NOV10-DAI