The study is a randomized controlled treatment study comparing changes in depressive symptoms over 8 weeks between individuals with Major Depressive Disorder (MDD) who have access to an FTP-based mobile phone application and a control group not engaging with the app. FTP, the process of Facilitating Thought Progression, trains the brain's cognitive thought process to expand, accelerate, and be more creative, to alleviate depressive symptoms.
This project aims to determine the effectiveness of an FTP-based mobile phone application in the alleviation of clinical symptoms of depression. In an attempt to change thought progression to be broader and more readily expansive, we had translated paradigms meant to expand thinking patterns into engaging mobile games. Our hypothesis is that the FTP-based mobile phone application will be able to decrease depressive clinical symptoms in a significant manner. Participants meeting the inclusion criteria will be asked to play the app and undergo clinical and self-assessment evaluations regularly over the course of 8 weeks.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
TREATMENT
Masking
SINGLE
Enrollment
117
Participants are expected to play games within the mobile app and complete the available daily levels of 4 out of 5 games on at least 4 days per week for 8 weeks.
Massachusetts General Hospital
Boston, Massachusetts, United States
Change in depression scores on the Montgomery-Åsberg Depression Rating Scale (MADRS clinical assessment)
Validated clinician-based assessment; a 10-item scale with total scores between 0 and 60 where higher scores indicate greater depression severity
Time frame: Baseline, week 4, and week 8
Change in breadth of thought and ruminations scores on the Ruminative Response Scale (RRS)
Validated self-report questionnaire; a 22-item scale with total scores between 22 and 88 where higher scores indicate higher degrees of ruminative symptoms
Time frame: From baseline to week 8, one time per week
Change in Anhedonia level on the Snaith-Hamilton Pleasure Scale (SHAPS)
Validated self-report questionnaire; a 14-item scale with total scores between 0 and 14 where higher scores indicate higher levels of anhedonia
Time frame: From baseline to week 8, one time per week
Change in depression symptoms severity on the Patient Health Questionnaire (PHQ-9)
Validated self-report questionnaire; a 9-item scale with total scores between 0 and 27 where higher scores indicate greater symptoms severity
Time frame: From baseline to week 8, one time per week
Change in depression symptoms severity on the Symptoms of Depression Questionnaire (SDQ)
Validated self-reported questionnaire assessing symptoms in the anxiety-depression spectrum; a 44-item scale with total scores between 44 and 264 where higher scores indicate greater symptoms severity
Time frame: Baseline, week 4, and week 8
Change in anxiety measure on the General Anxiety Disorder-7 (GAD-7)
Validated self-report questionnaire; a 7-item scale with total scores between 0 and 21 where higher scores indicate greater anxiety levels
Time frame: From baseline to week 8, one time per week
Change in quality of life score as assessed by the World Health Organization Quality of Life scale - short version (WHO-QOL BREF)
Validated self-report questionnaire; a 26-item scale with total scores between 0 and 100 where higher scores indicate the greater perceived quality of life
Time frame: Baseline, week 4, and week 8
Change in mood scores on the Positive and Negative Affect Schedule (PANAS)
Validated self-report questionnaire; two 10-item scales with total scores between 10 and 50 for each set of items. On the negative affect scale, higher scores indicate greater severity; on the positive affect scale, higher scores indicate greater positive affect
Time frame: From baseline to week 8, one time per week
Change in performance in the game
Evaluate change in success rate, when improvement in performance measured by answering the level correctly
Time frame: continuous use during the 8-week study
Change in engagement levels
Measured by change in the average play time (minutes) over the course of 8 weeks
Time frame: continuous use during the 8-week study
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