[{"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":30},{"pageToken":4,"total":5,"offset":6,"count":5,"results":7},null,1,0,[8],{"id":9,"slug":10,"hasResults":11,"nctId":12,"briefTitle":13,"officialTitle":14,"acronym":4,"eligibilityCriteria":15,"healthyVolunteers":11,"sex":16,"minAge":17,"maxAge":18,"enrollmentInfo":19,"targetDuration":4,"studyType":22,"phases":23,"briefSummary":25,"conditions":26,"keywords":31,"overallStatus":35,"whyStopped":4,"lastUpdateSubmitDate":36,"lastUpdatePostDateStruct":37,"startDateStruct":40,"completionDateStruct":42,"leadSponsor":44,"locationsCount":5},"100611062","game-intervention-for-resilience-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":20,"type":21},60,"ESTIMATED","INTERVENTIONAL",[24],"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",[27,28,29,30],"Chronic Stress","Trauma Exposure","Resilience, Psychological","Major Life Stress",[32,33,30,34],"Game-Based Intervention","Psychological Resilience","Positive Affectivity","RECRUITING","2026-04-27",{"date":38,"type":39},"2026-05-01","ACTUAL",{"date":41,"type":21},"2026-07-15",{"date":43,"type":21},"2026-12-20",{"name":45,"class":46},"The University of Hong Kong","OTHER"]