548
Participants
Start Date
September 21, 2021
Primary Completion Date
May 31, 2024
Study Completion Date
May 31, 2024
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).
Control group
The active control group will have access to a platform of online therapeutically inactive information related to active aging.
Research Group on Mental Health and Psychopatology, Santiago de Compostela
State Research Agency, Spain
OTHER_GOV
University of Santiago de Compostela
OTHER