Chronic StressNCT07235696
Game Intervention for Resilience
A study testing Game-based Intervention and Psychoeducation intervention in people with Chronic Stress and Trauma Exposure, run by The University of Hong Kong at 1 site in Hong Kong.
Trial summary
The goal of this clinical trial is to learn if a game-based intervention can enhance psychological resilience and promote positive affectivity in adults who have experienced major life stress. Read more about this study
- Who is it for?
- Ages 23 to 35 years
- Conditions the study is for
- Chronic Stress, Trauma Exposure, Resilience, Psychological
- What is being tested?
- Game-based Intervention and Psychoeducation intervention
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 60 participants
- Where
- 1 siteHong Kong
- Study dates
- 15 Jul 2026to 20 Dec 2026
- Phase
- Interventional
- Are there results?
- Not yet: the study is under way
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 23 to 35 years
- All sexes
- No healthy volunteers
- Adult
Who may be able to join
- fluency in oral and written Cantonese or Mandarin;
- having experienced at least one major life stress in the recent 5 years (assessed by the Life Stress Index);
- normal or corrected-to-normal vision and hearing.
Who cannot join
- formal diagnosis of any major psychiatric illnesses or history of suicidal behaviour;
- major physical illness, neurological condition or traumatic brain injury;
- Intake of medication within the previous 6 months that may affect emotion or cognitive functions;
- pregnancy (for women);
- prior experience with any commercial computer repair simulation game.
Trial locations and contacts
1 site in 1 country. Contact the study team or a site near you to ask about taking part.
Hong Kong1 site, 1 recruiting
- Recruiting
The University of Hong Kong
Hong Kong
About this study
Official title: A Randomized Controlled Trial to Examine the Impact of a Game-based Intervention in Promoting Positive Affectivity and Enhancing Psychological Resilience
The goal of this clinical trial is to learn if a game-based intervention can enhance psychological resilience and promote positive affectivity in adults who have experienced major life stress.
The main questions it aims to answer are:
Read more
- Does the game-based intervention improve positive affectivity and mental health compared to a waitlist control group immediately after the intervention and at 3-month follow-up?
- Are the mental health benefits of the game-based intervention mediated by improvements in positive affectivity over time?
Researchers will compare the game-based intervention to an active control group and a waitlist control group to see if the game leads to better emotional and mental health outcomes.
Participants will:
- Be randomly assigned to the game-based intervention group, the psychoeducation intervention group (as active control group), or the waitlist control group
- Engage with the assigned program for 10 days within two weeks
- Complete psychological assessments before and after the intervention, and again at 3-month follow-up
- Being tested
- Game-based Intervention, Psychoeducation intervention
- Keywords
- Game-Based Intervention, Psychological Resilience, Major Life Stress, Positive Affectivity
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Game-based InterventionBehavioural
This intervention is a two-week game-based program designed to enhance psychological resilience and positive affectivity in individuals who have experienced major life stress. The game incorporates emotionally engaging features such as reward mechanisms, adaptive challenge levels, and implicit emotion-regulation cues. Unlike traditional psychoeducation or mindfulness-based interventions, this program uses interactive gameplay to target affective and cognitive processes associated with resilience.
Psychoeducation interventionBehavioural
The psychoeducation intervention will teach strategies to identify and regulate emotions, challenge negative thinking styles, improve mental flexibility, encourage optimism and active coping under adversity, and highlight the importance of self-value, life style and social support. Participants will watch the psychoeducation materials for 1 hour/day, 5 days/week, 2 weeks in total.
| Study group | Role | What they receive |
|---|---|---|
| Game-based intervention | Experimental | Not described Receives: Behavioral: Game-based Intervention |
| Psychoeducation intervention | Active comparator | Not described Receives: Behavioral: Psychoeducation intervention |
| Waitlist control | No intervention | Not described |
What is being measured
The primary outcome is the main question the study is designed to answer.
Change from Baseline in the Symptom-Checklist 90 (SCL-90) at Post-Assessment and 3-Month Follow-Up
This outcome assesses changes in participants' psychological symptoms using the Symptom-Checklist 90 (SCL-90), a validated self-report instrument that measures a broad range of psychological problems and symptoms of psychopathology. Scores will be collected at baseline, immediately after the two-week intervention, and at 3-month follow-up to evaluate the effectiveness of the game-based intervention in improving mental health outcomes.
Measured: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up
Secondary outcomes (6)
Change from Baseline in the Positive Affect Assessed by Chinese Affect Scale (CAS) at Post-Assessment and 3-Month Follow-Up
This outcome assesses changes in positive affect using the positive affect subscale of the Chinese Affect Scale (CAS). The measure will help determine whether the game-based intervention enhances emotional well-being.
Measured: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up
Change from Baseline in Positive Refocusing Strategy Measured by the Cognitive Emotion Regulation Questionnaire (CERQ) at Post-Assessment and 3-Month Follow-Up
This outcome evaluates changes in participants' use of positive refocusing as an emotion regulation strategy, measured by the corresponding subscale of the Cognitive Emotion Regulation Questionnaire (CERQ). The measure captures the tendency to redirect attention toward positive aspects during stressful experiences.
Measured: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up
Change from Baseline in Positive Reframing Strategy Measured by the Brief COPE at Post-Assessment and 3-Month Follow-Up
This outcome assesses changes in participants' use of positive reframing as a coping strategy, measured by the positive reframing subscale of the brief COPE inventory. This subscale reflects the ability to reinterpret stressful situations in a more positive light.
Measured: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up
Change from Baseline in Mental Health Symptoms Assessed by Beck Depression Inventory-II (BDI-II) at Post-Assessment and 3-Month Follow-Up
This outcome assesses changes in participants' psychological symptoms using the Symptom-Checklist 90 (SCL-90), a validated self-report instrument that measures a broad range of psychological problems and symptoms of psychopathology. Scores will be collected at baseline, immediately after the two-week intervention, and at 3-month follow-up to evaluate the effectiveness of the game-based intervention in improving mental health outcomes.
Measured: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up
Change from Baseline in Reward Processing Assessed by Monetary Incentive Delay (MID) Task at Post-Assessment and 3-Month Follow-Up
This outcome evaluates participants' behavioral responses to reward anticipation and motivated actions using the Monetary Incentive Delay (MID) Task. The task measures responses to reward, punishment, and neutral conditions, providing insight into the intervention's impact on reward-related brain function.
Measured: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up
Change from Baseline in Cognitive Control Assessed by Color Stroop Task at Post-Assessment and 3-Month Follow-Up
This outcome assesses participants' cognitive control and attentional regulation using the Color Stroop Task. Reaction time and accuracy will be measured to evaluate changes in executive functioning following the intervention.
Measured: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted19 Nov 2025
- Study start15 Jul 2026 (estimated)
- Primary completion20 Dec 2026 (estimated)
- Study completion20 Dec 2026 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Chronic StressStudies of the same condition, open and under way.
- More trials run by The University of Hong KongThe sponsor's other registered studies.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Enrolment
- 60 participants (estimated)
Sponsor and investigators
- Lead sponsor
- The University of Hong Kong
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Zhengxi Shao, The University of Hong Kong
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07235696
- Sponsor's protocol ID
- EA250229
- Status last verified
- Apr 2026
- First submitted
- 24 Sep 2025
- Last updated
- 1 May 2026
- Results posted
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No
Study at a glance
From the registry record, last updated by the sponsor on 1 May 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- A Randomized Controlled Trial to Examine the Impact of a Game-based Intervention in Promoting Positive Affectivity and Enhancing Psychological Resilience
- ClinicalTrials.gov ID
- NCT07235696
- Acronym / sponsor ID
- EA250229
- Keywords
- Game-Based Intervention, Psychological Resilience, Major Life Stress, Positive Affectivity
- Study type
- Interventional
- Recruitment status
- Recruiting
- Enrolment
- 60 participants (estimated)
- Lead sponsor
- The University of Hong KongUniversity, hospital or other
- Study start
- 15 Jul 2026 (estimated)
- Primary completion
- 20 Dec 2026 (estimated)
- Study completion
- 20 Dec 2026 (estimated)
- First posted
- 19 Nov 2025 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
The goal of this clinical trial is to learn if a game-based intervention can enhance psychological resilience and promote positive affectivity in adults who have experienced major life stress.
The main questions it aims to answer are:
- Does the game-based intervention improve positive affectivity and mental health compared to a waitlist control group immediately after the intervention and at 3-month follow-up?
- Are the mental health benefits of the game-based intervention mediated by improvements in positive affectivity over time?
Researchers will compare the game-based intervention to an active control group and a waitlist control group to see if the game leads to better emotional and mental health outcomes.
Participants will:
- Be randomly assigned to the game-based intervention group, the psychoeducation intervention group (as active control group), or the waitlist control group
- Engage with the assigned program for 10 days within two weeks
- Complete psychological assessments before and after the intervention, and again at 3-month follow-up
Study design
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 3
| Arm | Type | Receives |
|---|---|---|
| Game-based intervention | Experimental | Behavioral: Game-based Intervention |
| Psychoeducation intervention | Active comparator | Behavioral: Psychoeducation intervention |
| Waitlist control | No intervention | – |
Who may qualify
- Ages
- 23 to 35 years
- Sex
- All
- Healthy volunteers
- Not accepted
- Age groups
- Adult
Key inclusion criteria (3 listed)
- fluency in oral and written Cantonese or Mandarin;
- having experienced at least one major life stress in the recent 5 years (assessed by the Life Stress Index);
- normal or corrected-to-normal vision and hearing.
Key exclusion criteria (5 listed)
- formal diagnosis of any major psychiatric illnesses or history of suicidal behaviour;
- major physical illness, neurological condition or traumatic brain injury;
- Intake of medication within the previous 6 months that may affect emotion or cognitive functions;
- pregnancy (for women);
- prior experience with any commercial computer repair simulation game.
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Game-based InterventionThis intervention is a two-week game-based program designed to enhance psychological resilience and positive affectivity in individuals who have experienced major life stress. The game incorporates emotionally engaging features such as reward mechanisms, adaptive challenge levels, and implicit emotion-regulation cues. Unlike traditional psychoeducation or mindfulness-based interventions, this program uses interactive gameplay to target affective and cognitive processes associated with resilience. | Behavioural | Game-based intervention |
| Psychoeducation interventionThe psychoeducation intervention will teach strategies to identify and regulate emotions, challenge negative thinking styles, improve mental flexibility, encourage optimism and active coping under adversity, and highlight the importance of self-value, life style and social support. Participants will watch the psychoeducation materials for 1 hour/day, 5 days/week, 2 weeks in total. | Behavioural | Psychoeducation intervention |
Primary outcome
Change from Baseline in the Symptom-Checklist 90 (SCL-90) at Post-Assessment and 3-Month Follow-Up
Time frame: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up
This outcome assesses changes in participants' psychological symptoms using the Symptom-Checklist 90 (SCL-90), a validated self-report instrument that measures a broad range of psychological problems and symptoms of psychopathology. Scores will be collected at baseline, immediately after the two-week intervention, and at 3-month follow-up to evaluate the effectiveness of the game-based intervention in improving mental health outcomes.
6 secondary outcomes
Change from Baseline in the Positive Affect Assessed by Chinese Affect Scale (CAS) at Post-Assessment and 3-Month Follow-Up
Time frame: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up
Change from Baseline in Positive Refocusing Strategy Measured by the Cognitive Emotion Regulation Questionnaire (CERQ) at Post-Assessment and 3-Month Follow-Up
Time frame: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up
Change from Baseline in Positive Reframing Strategy Measured by the Brief COPE at Post-Assessment and 3-Month Follow-Up
Time frame: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up
Change from Baseline in Mental Health Symptoms Assessed by Beck Depression Inventory-II (BDI-II) at Post-Assessment and 3-Month Follow-Up
Time frame: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up
Change from Baseline in Reward Processing Assessed by Monetary Incentive Delay (MID) Task at Post-Assessment and 3-Month Follow-Up
Time frame: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up
Change from Baseline in Cognitive Control Assessed by Color Stroop Task at Post-Assessment and 3-Month Follow-Up
Time frame: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up
Results and safety
This study is still under way. Results are not available in the source record yet.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 1 May 2026.
- Individual participant dataSharing planned: No
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Game-based Intervention and Psychoeducation intervention in people with Chronic Stress and Trauma Exposure, run by The University of Hong Kong at 1 site in Hong Kong.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 3 inclusion and 5 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: looking for participants now, as of the sponsor's last update on 1 May 2026. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Hong Kong. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
This study is still under way. Results are not available in the source record yet.
How can a doctor refer a patient or contact the research team?
Contact Associate Professor, Principle Investigator (+852-3917-8927, rshao@hku.hk), or a site near the patient. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Change from Baseline in the Symptom-Checklist 90 (SCL-90) at Post-Assessment and 3-Month Follow-Up (time frame: Baseline, Post-Intervention (2 weeks), and 3-Month Follow-Up). It is what the study was designed to measure, not a finding.
Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 1 May 2026.