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Gamified Web-Based Mindfulness for University Student Stress
Sponsor: Universidad Peruana Cayetano Heredia
Summary
The goal of this clinical trial is to learn whether a brief gamified digital mindfulness intervention can reduce perceived stress among university students. The main questions it aims to answer are: * Does the digital mindfulness intervention reduce perceived stress, measured using the 10-item Perceived Stress Scale (PSS-10)? * Is the intervention usable and acceptable to university students? Researchers will compare participants assigned to the gamified digital mindfulness intervention with participants assigned to a control condition consisting of reading an informational article to determine whether the intervention produces a greater reduction in perceived stress. Participants will: * Complete a baseline assessment of perceived stress. * Be randomly assigned to the intervention or control group. * In the intervention group, complete five gamified mindfulness sessions of approximately three minutes each through a web application over a 10-day period. * In the control group, read an informational article. * Complete a follow-up assessment of perceived stress after the intervention period. * If assigned to the intervention group, complete a questionnaire assessing the application's usability and acceptability.
Official title: Mindfulness Meets Gamification: A Pilot Randomized Controlled Trial of a Web-Based Stress Reduction Intervention for University Students
Key Details
Gender
All
Age Range
18 Years - Any
Study Type
INTERVENTIONAL
Enrollment
20
Start Date
2024-12-09
Completion Date
2025-01-15
Last Updated
2026-09-10
Healthy Volunteers
Yes
Conditions
Interventions
Gamified Digital Mindfulness Intervention
A self-guided, gamified mindfulness intervention delivered through a web application. The intervention consisted of five guided mindfulness sessions, each lasting approximately three minutes, to be completed over a 10-day period. The sessions were designed to promote present-moment awareness and support stress management. The application incorporated gamification features to encourage engagement and progression through the intervention.
Informational Article
A written informational article related to mindfulness and stress management. Participants assigned to the active comparator arm were asked to read the article during the 10-day study period. They did not receive access to the gamified digital mindfulness application.
Locations (1)
Universidad Peruana Cayetano Heredia
Lima, Lima Province, Peru