An interventional study of The Gather.town gaming intervention in Gamification, sponsored by National Taiwan University. Not yet recruiting. Open to female participants aged 15 Years to 19 Years, including healthy volunteers. Per ClinicalTrials.gov, last updated 2025-05-16.
Sponsored by National Taiwan University · Not applicable, Interventional, and Prevention
Aim
The study seeks to:
Methods This quasi-experimental study employed a two-group, pretest-posttest design to assess the effect of a Gather.town gaming intervention on promoting depression literacy among pregnant adolescents in Thailand. 64 first-time pregnant adolescents aged 15-19 years with gestational age under 21 weeks were recruited from three hospitals using stratified random sampling. Participants were randomly assigned to the experimental group (n = 32) or control group (n = 32).
The experimental group participated in eight sessions of REBT-based interactive gaming on the Gather.town platform over four weeks (two sessions per week), while the control group received routine antenatal care and a depression literacy booklet. Quantitative data were collected at four time points (baseline, immediate post-intervention, 1-month, and 3-month follow-ups) using validated tools, including the Depression Literacy Questionnaire (D-Lit), depressive symptoms (EPDS), mental distress (BSRS-5), and platform usability (SUS). Qualitative data were gathered through focus group interviews after the intervention. Statistical analyses were performed using SPSS version 22. Descriptive statistics summarized participant characteristics. Chi-square tests examined group differences. Generalized Estimating Equations (GEE) were used to compare depression literacy scores across time points while accounting for clustering by hospital and adjusting for covariates. The significance level was set at p \< 0.05.
Measurement
National Taiwan University is the lead sponsor of 22 studies on the registry; 7 are open to participants now.
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The Gather.town intervention, based on Rational Emotive Behavior Therapy (REBT), was delivered over four weeks with two 40-50-minute sessions per week, totaling eight sessions. Conducted via laptops or desktops at antenatal care clinics, the program began with baseline assessments and distribution of a booklet. Participants were introduced to the Gather.town platform. Each session included a homework review (except Sessions 1 and 8), a brief educational video (excluding Session 2), and an interactive game guided by the avatar "Sati." Session 2 focused on scenario analysis to link thoughts, emotions, and behaviors. All sessions ended with debriefing, homework, and written reflection. Sessions 5 and 6 featured virtual relaxation practices. The final session included post-assessments and a closing activity. Participants also received routine antenatal care throughout.
Other: The Gather.town gaming intervention
Participants in the control group will receive a booklet and routine care that is regularly available in the health system for both adult and adolescent pregnant women. Antenatal care is provided by nurses in the antenatal care unit and includes health assessments and educational classes covering topics such as nutrition, exercise, sexual intercourse, fetal movement monitoring, childbirth preparation, and breastfeeding. Participants are expected to attend at least five antenatal visits throughout their pregnancy: the first visit should occur before 12 weeks of gestation, with subsequent visits at 18, 26, 32, and 38 weeks.
The online game-based learning intervention (oGBL): The investigator will develop the oGBL intervention based on Rational Emotive Behavior Therapy (REBT), which consists of 8 sessions and plays a game through the Gather.Town platform.
Change from baseline in the knowledge of depression, as measured by a true or false questionnaire of the Depression Literacy Questionnaire (D-Lit)
Scores are measured using a true or false questionnaire, with one point awarded for each correct answer. The score ranges from 0 to 21, with higher scores indicating greater knowledge.
Time frame: Baseline, immediately after the intervention, and at the 1-month and 3-month follow-ups
Change from baseline in mental distress levels, as measured by the Likert scale of the 5-item Brief Symptom Rating Scale (BSRS-5)
Scores are measured on a Likert scale ranging from 0 to 4. The total score ranges from 0 to 20, with scores more than 15 indicating severe mental distress, scores between 10 and 14 indicating moderate distress, scores between 6 and 9 indicating mild distress, and scores lower than 6 indicating normal status.
Time frame: Baseline, immediately, and after the intervention
Change from baseline in depression levels, as measured by the Likert scale of The Edinburgh Postnatal Depression Scale (EPDS)
Scores are measured on a Likert scale ranging from 0 to 3. The total score ranges from 0 to 30, with ≥ 11 indicating likely to be suffering from depression
Time frame: Baseline, immediately, and after the intervention
To measure the usability of the Gather.town platform, as measured by the Likert scale of the System Usability Scale (SUS)
Scores are measured on a Likert scale ranging from 1 to 5. The total score ranges from 0 to 100, with higher total scores indicating a good level of system usability
Time frame: immediately after the intervention
No study locations are listed for this record.
Plan to share: Yes — All collected IPD, all IPD that underlie results in a publication
Supporting information: Study protocol
Time frame: Starting in June 2025
Access criteria: The information on the study protocol will be shared with other researchers.
No publications or documents are linked to this record.
Start is estimated for Jun 2025; primary completion for Dec 2025, 6 months later.
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National Taiwan University