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StressNCT07813286

Gamified Web-Based Mindfulness for University Student Stress

A study testing Gamified Digital Mindfulness Intervention and Informational Article in people with Stress, run by Universidad Peruana Cayetano Heredia at 1 site in Peru.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

The goal of this clinical trial is to learn whether a brief gamified digital mindfulness intervention can reduce perceived stress among university students. The main questions it aims to answer are: Does the digital mindfulness intervention reduce perceived stress, measured using the 10-item Perceived Stress Scale… Read more about this study

Who is it for?
Ages 18 years and olderHealthy volunteers can take part
Conditions the study is for
Stress
What is being tested?
Gamified Digital Mindfulness Intervention and Informational Article
Could I receive a placebo?
No, everyone receives an active treatment
How many people
20 participants
Where
1 sitePeru
Study dates
9 Dec 2024to 15 Jan 2025
Phase
Interventional
Are there results?
None posted in the registry

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 18 years and older
  • All sexes
  • Healthy volunteers accepted
  • Adult, Older adult

Who may be able to join

  • Aged 18 years or older
  • Currently enrolled as a university student.
  • Able to read and understand Spanish.
  • Access to an internet-connected computer, tablet, or smartphone.
  • Able to use the web-based intervention during the 10-day study period.
  • Willing and able to provide informed consent.

Who cannot join

  • Unable to provide informed consent.
  • Unable to access or use the web-based application.
  • Concurrent participation in another intervention study addressing stress or mindfulness.
  • Previous participation in the development or usability testing of the study application.

Trial locations and contacts

1 site in 1 country.

Peru1 site
  • Universidad Peruana Cayetano Heredia

    Lima, Lima Province, 15102

Other trials in Peru

About this study

Official title: Mindfulness Meets Gamification: A Pilot Randomized Controlled Trial of a Web-Based Stress Reduction Intervention for University Students

The goal of this clinical trial is to learn whether a brief gamified digital mindfulness intervention can reduce perceived stress among university students. The main questions it aims to answer are:

  • Does the digital mindfulness intervention reduce perceived stress, measured using the 10-item Perceived Stress Scale (PSS-10)?
  • Is the intervention usable and acceptable to university students?
Read more

Researchers will compare participants assigned to the gamified digital mindfulness intervention with participants assigned to a control condition consisting of reading an informational article to determine whether the intervention produces a greater reduction in perceived stress.

Participants will:

  • Complete a baseline assessment of perceived stress.
  • Be randomly assigned to the intervention or control group.
  • In the intervention group, complete five gamified mindfulness sessions of approximately three minutes each through a web application over a 10-day period.
  • In the control group, read an informational article.
  • Complete a follow-up assessment of perceived stress after the intervention period.
  • If assigned to the intervention group, complete a questionnaire assessing the application's usability and acceptability.
Read the detailed description

This pilot randomized clinical trial evaluated a brief, gamified, web-based mindfulness intervention designed to support stress management among university students. The intervention was developed using a user-centered design approach that incorporated feedback from potential users to adapt its content, language, interface, navigation, and gamification elements to the preferences and context of Peruvian university students. The study was intended to generate preliminary evidence regarding the intervention's feasibility, usability, acceptability, and potential effect on perceived stress.

After completing the baseline assessment, participants were randomly allocated to either the digital mindfulness intervention group or an active comparison group. Participants assigned to the intervention received access to a web application containing five brief mindfulness sessions, each lasting approximately three minutes. The sessions included guided activities intended to promote present-moment awareness, relaxation, and stress management. Gamification features were incorporated to encourage participation and progression through the intervention. Participants were asked to complete the sessions during a 10-day period using an internet-connected device.

Participants assigned to the comparison group received an informational article to read during the same study period. This condition was used to distinguish the potential effects of actively engaging with the digital mindfulness intervention from those of receiving general written information.

At the end of the intervention period, participants completed a follow-up assessment. Changes in perceived stress were compared between the intervention and comparison groups. Participants who used the application also evaluated its usability and acceptability. The study additionally documented participation, completion, and attrition to identify potential challenges affecting engagement with brief self-guided digital mental health interventions.

Because this was a pilot study, its purpose was not to establish definitive clinical effectiveness. Rather, it was designed to estimate preliminary intervention effects, assess the suitability of the study procedures and digital platform, and identify methodological and implementation considerations for a future adequately powered trial.

Conditions
Stress
Being tested
Gamified Digital Mindfulness Intervention, Informational Article
Keywords
mindfulness, gamification, mHealth, perceived stress, university students

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Gamified Digital Mindfulness InterventionBehavioural

    A self-guided, gamified mindfulness intervention delivered through a web application. The intervention consisted of five guided mindfulness sessions, each lasting approximately three minutes, to be completed over a 10-day period. The sessions were designed to promote present-moment awareness and support stress management. The application incorporated gamification features to encourage engagement and progression through the intervention.

  • Informational ArticleBehavioural

    A written informational article related to mindfulness and stress management. Participants assigned to the active comparator arm were asked to read the article during the 10-day study period. They did not receive access to the gamified digital mindfulness application.

Study groups in NCT07813286
Study groupRoleWhat they receive
Experimental arm: Gamified Digital Mindfulness InterventionExperimentalParticipants assigned to this arm received access to a gamified web-based mindfulness application. They were asked to complete five guided mindfulness sessions, each lasting approximately three minutes, over a 10-day period. The application incorporated gamification features to support engagement and progression through the sessions. Participants completed perceived-stress assessments before and after the intervention period and evaluated the application's usability and acceptability after using it.
Receives: Behavioral: Gamified Digital Mindfulness Intervention
Active Comparator Arm: Informational Article ControlActive comparatorParticipants assigned to this arm received an informational article related to mindfulness and stress management, which they were asked to read during the 10-day study period. They did not receive access to the gamified mindfulness application. Participants completed the same perceived-stress assessments at baseline and at the end of the study period.
Receives: Behavioral: Informational Article

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Change in Perceived Stress Scale Score

    Change in perceived stress from baseline to the end of the 10-day study period, measured using the 10-item Perceived Stress Scale (PSS-10). Each item is scored from 0 to 4, producing a total score ranging from 0 to 40. Higher scores indicate greater perceived stress. The outcome will be calculated as the follow-up score minus the baseline score and compared between the gamified digital mindfulness intervention and active comparator groups.

    Measured: Baseline and Day 10

Secondary outcomes (1)
  1. Usability of the Gamified Digital Mindfulness Application

    Usability of the web-based intervention among participants assigned to the experimental arm, measured at the end of the intervention period using the mHealth App Usability Questionnaire (MAUQ). Items are rated on a 7-point Likert scale. Mean overall and domain scores are calculated, with higher scores indicating better perceived usability. Domains assessed include ease of use and satisfaction, system information arrangement, and usefulness. There are 21 items in the scale, with a minimum total score of 21 and maximum score of 147.

    Measured: Day 10

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted10 Sep 2026
  2. Study start9 Dec 2024
  3. Primary completion18 Dec 2024
  4. Study completion15 Jan 2025

Resources

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
Prevention
Allocation
Randomised
Intervention model
Parallel groups
Masking
None (open label)
Enrolment
20 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07813286
Sponsor's protocol ID
201794
Status last verified
Sep 2026
First submitted
4 Sep 2026
Last updated
14 Sep 2026
Results posted
No
Data monitoring committee
Yes
FDA-regulated drug
No
FDA-regulated device
No

Questions about this trial

What is this clinical trial studying?

A study testing Gamified Digital Mindfulness Intervention and Informational Article in people with Stress, run by Universidad Peruana Cayetano Heredia at 1 site in Peru.

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 6 inclusion and 4 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: finished, as of the sponsor's last update on 14 Sep 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 Peru. 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?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Change in Perceived Stress Scale Score (time frame: Baseline and Day 10). 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 14 Sep 2026.

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