Development and Evaluation of a Psychological Intervention in Videogame Format for the Promotion of Active Aging

NACompletedINTERVENTIONAL
Enrollment

548

Participants

Timeline

Start Date

September 21, 2021

Primary Completion Date

May 31, 2024

Study Completion Date

May 31, 2024

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 prevention program based on the model by Lewinsohn et al. (1985). The cognitive stimulation component is based on cognitive reserve (Tucker \& Stern, 2011) and neuroplasticity (Shapiro, 2001), the cognitive stimulation model by Spector et al. (2006), and the causes of age-related memory failures (Light, 1991) (e.g., decrease in the processing resources, semantic coding deficit, difficulties in deliberate information retrieval). The healthy habits promotion component is based on the social learning and social cognitive theories (Bandura, 1986; Spiegler, 2016).

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

State Research Agency, Spain

OTHER_GOV

lead

University of Santiago de Compostela

OTHER

NCT04982497 - Development and Evaluation of a Psychological Intervention in Videogame Format for the Promotion of Active Aging | Biotech Hunter | Biotech Hunter