Exploring the impact of gamified virtual reality cognitive training on improving anxiety and depressive symptoms in spanish adolescent girls
Author
Publication date
2024ISSN
1554-8716
Abstract
Anxiety and depressive symptoms during adolescence have been linked
to adverse outcomes in academic, social, and health domains. Interventions
promoting emotion regulation (ER) serve as a preventive strategy for developing
those symptoms. A key aspect to consider in the development and regulation of ER
in adolescents is executive function (EF). Immersive virtual reality (IVR) has
emerged as an innovative tool to enhance the effectiveness of EF training
interventions. This study aims to assess the preliminary effect of IVR-gamified
cognitive training on improving ER and reducing internalizing symptoms in young
adolescent girls. Methodology: This is a longitudinal, parallel, single-blind,
randomized pilot study with a sample of 45 Spanish-speaking adolescent girls. The
sample was randomly allocated into an experimental group receiving a gamified
IVR cognitive training program and a control group receiving a comparable IVR
relaxation experience. Participants underwent a baseline and post-intervention
assessment with the Revised Child Anxiety and Depression scale (RCADS) and the
emotional control subscale from the Behavior Rating Inventory of Executive
Functions (BRIEF-2). Results: Two-way mixed ANOVAs were conducted,
revealing no significant group*time interactions for internalizing symptoms, total
anxiety symptoms, depressive symptoms, and emotional control. Main effects of
time were significant for internalizing symptoms and total anxiety symptoms.
Pairwise comparison tests indicated statistically significant reductions in
internalizing symptoms and total anxiety symptoms. These reductions were
particularly noticeable in the experimental group. Conclusions: The results suggest
that both interventions had a positive effect on participants’ internalizing symptoms,
with the experimental group showing a more pronounced reduction.
Document Type
Article
Document version
Published version
Language
English
Subject (CDU)
159.9 - Psychology
Keywords
Pages
7
Collection
22
Is part of
Annual Review of CyberTherapy and Telemedicine
Recommended citation
Ampatzoglou, A.; Carballo-Marquez, A.; Garcia-Casanovas, A. [et.al]. Exploring the impact of gamified virtual reality cognitive training on improving anxiety and depressive symptoms in spanish adolescent girls. Annual Review of CyberTherapy and Telemedicine, 2024, 22, pp. 106-112. Disponible en: <https://www.arctt.info/volume-22-summer-2024>. Fecha de acceso: 7 Ene 2026.
Note
This study was funded and supported by a NARSAD Young Investigator Grant from the Brain & Behavior Research Foundation (ID: 31607) and by the Catalan Agency for Management of University and Research Grants (AGAUR, ID:2023IMPAC00019) from Generalitat de Catalunya. We would also like to express our sincere gratitude to Mr. Amir Bozorgzadeh and Dr Bebiana Moura, Head of Partnerships at Virtuleaps, for their 111 crucial technical support in designing the Enhance IVR virtual games research protocol. Their expertise and dedication, together with the invaluable support of the VirtuLeaps team, were instrumental in tackling the complex technical issues before and during recruitment.
This item appears in the following Collection(s)
- Ciències de la Salut [987]
Rights
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