Gaming Applied to the Promotion of Active Aging

NACompletedINTERVENTIONAL
Enrollment

180

Participants

Timeline

Start Date

November 1, 2018

Primary Completion Date

March 31, 2019

Study Completion Date

December 31, 2019

Conditions
AgingAging Problems
Interventions
BEHAVIORAL

Video game-based intervention

The intervention will be administered via an online graphic-adventure video game. It includes 3 components: depression prevention, cognitive stimulation, and healthy habits promotion. The depression prevention component will be adapted from an indicated depression prevention program based on the model by Lewinsohn, Hoberman, Teri, \& Hautzinger, which is effective in short and long terms. The cognitive stimulation component is based on cognitive reserve and cerebral neuroplasticity. The healthy habits promotion component is based on the social learning and social cognitive theories. The App will allow participants to expand information, check progression, and receive reminders about homework

OTHER

Control group

The active control group will have access to a platform of online therapeutically inactive information related to active aging.

Trial Locations (1)

15782

Research Group on Mental Health and Psychopatology, Santiago de Compostela

All Listed Sponsors
collaborator

European Regional Development Fund

OTHER

collaborator

Center for Industrial Technological Development of Spain

UNKNOWN

lead

University of Santiago de Compostela

OTHER

NCT03643237 - Gaming Applied to the Promotion of Active Aging | Biotech Hunter | Biotech Hunter