Can a video Game-Like training ease depression? new trial aims to find out

NCT ID NCT06361095

First seen Jun 26, 2026 · Last updated Jun 26, 2026 · Updated 1 time

Summary

This study compares two types of computer-based attention training for adults with depression symptoms. One is a traditional version, the other is gamified to be more engaging. Researchers will enroll 600 participants to see which approach works better at reducing depression symptoms and improving daily functioning. The goal is to find a more effective and enjoyable way to help people manage depression.

What this could mean

Our plain-language read of the trial. This is informational only — not medical advice or a prediction.

Active substance
Attention Bias Modification (ABM) training, delivered as a computer-based task either in traditional or gamified format
What this could lead to
If successful, this could provide a new, engaging, and accessible behavioral treatment option for depression that is as effective as or better than current attention-training methods.
What could go wrong
This is an early-phase trial with 600 participants, so results may not apply to everyone. The intervention is behavioral and may not work for severe depression or those with suicidal thoughts, who are excluded.

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Conditions

The condition(s) this trial relates to.

As listed by the trial registrant

The condition terms exactly as the trial's registrant entered them.

Contacts and locations

Locations

  • Institute for Mental Health Research

    RECRUITING

    Austin, Texas, 78705, United States

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