Protocol for a proof-of-principal study comparing engagement with a gamified versus standard affective control training app targeting emotional wellbeing in adolescents
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CC-BY-4.0
Abstract
IntroductionEmotion regulation is central to mental wellbeing and depends on good affective control. Training affective control has been shown to improve emotion regulation and have downstream benefits on mental health in adolescents. However, uptake and adherence to affective control training in adolescents has been low. In this study, we will explore the potential of a novel gamified affective control training program (G-AffeCT), the Social Brain Train app, to increase training adherence compared to a standard affective control training (AffeCT) program in adolescents.Methods and AnalysisIn total, 144 adolescents aged 13-16 years will train for 12 days on either the G-AffeCT or AffeCT. The G-AffeCT comprises an affective control training component: the dual n-back task. Together with typical gamification (incl. badges and points) a second cognitive interpretation bias modification (CBM-I) component was introduced as social puzzles to make the training more game-like. These puzzles include ambiguous social scenarios that participants must learn to resolve positively. The AffeCT includes only the dual n-back task. The two training groups will be compared on time spent training as well as gains in affective control, interpretation bias, emotion regulation, and symptoms of anxiety and depression. Ethics and DisseminationThis study has been approved by the University of New South Wales Human Research Ethics Committee (HC230164). If the G-AffeCT successfully increases training uptake and adherence and improves affective control and emotion regulation in adolescents as predicted, future definitive trials should investigate its utility to prevent and reduce adolescent mental health problems.
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License: CC-BY-4.0