[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-studies-list:{\"conditionNormalized\":\"major-life-stress\",\"overallStatus\":[\"RECRUITING\",\"AVAILABLE\",\"NOT_YET_RECRUITING\"],\"orderBy\":\"LastUpdateSubmitDate:desc\",\"size\":25,\"offset\":0}":3,"health-study-condition:major-life-stress":46},{"pageToken":4,"total":5,"offset":6,"count":5,"results":7},null,1,0,[8],{"id":9,"slug":4,"hasResults":10,"nctId":11,"briefTitle":12,"officialTitle":13,"acronym":4,"eligibilityCriteria":14,"healthyVolunteers":10,"sex":15,"minAge":16,"maxAge":17,"enrollmentInfo":18,"targetDuration":4,"studyType":21,"phases":22,"briefSummary":24,"conditions":25,"keywords":30,"overallStatus":34,"whyStopped":4,"lastUpdateSubmitDate":35,"lastUpdatePostDateStruct":36,"startDateStruct":39,"completionDateStruct":41,"leadSponsor":43,"locationsCount":5},"100611062",false,"NCT07235696","Game Intervention for Resilience","A Randomized Controlled Trial to Examine the Impact of a Game-based Intervention in Promoting Positive Affectivity and Enhancing Psychological Resilience","Inclusion Criteria:\n\n* fluency in oral and written Cantonese or Mandarin;\n* having experienced at least one major life stress in the recent 5 years (assessed by the Life Stress Index);\n* normal or corrected-to-normal vision and hearing.\n\nExclusion Criteria:\n\n* formal diagnosis of any major psychiatric illnesses or history of suicidal behaviour;\n* major physical illness, neurological condition or traumatic brain injury;\n* Intake of medication within the previous 6 months that may affect emotion or cognitive functions;\n* pregnancy (for women);\n* prior experience with any commercial computer repair simulation game.","ALL","23 Years","35 Years",{"count":19,"type":20},60,"ESTIMATED","INTERVENTIONAL",[23],"NA","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.\n\nThe main questions it aims to answer are:\n\n* 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?\n* Are the mental health benefits of the game-based intervention mediated by improvements in positive affectivity over time?\n\nResearchers 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.\n\nParticipants will:\n\n* Be randomly assigned to the game-based intervention group, the psychoeducation intervention group (as active control group), or the waitlist control group\n* Engage with the assigned program for 10 days within two weeks\n* Complete psychological assessments before and after the intervention, and again at 3-month follow-up",[26,27,28,29],"Chronic Stress","Trauma Exposure","Resilience, Psychological","Major Life Stress",[31,32,29,33],"Game-Based Intervention","Psychological Resilience","Positive Affectivity","RECRUITING","2026-04-27",{"date":37,"type":38},"2026-05-01","ACTUAL",{"date":40,"type":20},"2026-07-15",{"date":42,"type":20},"2026-12-20",{"name":44,"class":45},"The University of Hong Kong","OTHER",""]