Can a Commercial Video Game Prevent Depression? Null Results and Whole Sample Action Mechanisms in a Randomized Controlled Trial
Marlou Poppelaars; Anna Lichtwarck‐Aschoff; Roy Otten; Isabela Granic · 2021 · Frontiers in Psychology
WASTE classifies this as Negative / Null Result Report · AI classification, approximate
The study found no significant effect — useful as a negative control or null benchmark for your own design.
Abstract
Depressive symptoms and disorders are major public health concerns, affecting many adolescents and young adults. Despite extensive research, depression prevention programs for youth show limited effectiveness. Moreover, the maximal potential of youth psychotherapy — on which depression prevention programs are based — may have been reached. Commercial video games may offer an engaging alternative vehicle for youth to practice emotional and social skills vital to mental health. The current study investigated the potential for the commercial video game Journey to prevent the exacerbation of depre
Abstract by Marlou Poppelaars; Anna Lichtwarck‐Aschoff; Roy Otten; Isabela Granic, Frontiers in Psychology (2021) — licensed CC BY 4.0.
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Metadata source: OpenAlex · DOI 10.3389/fpsyg.2020.575962
