<![CDATA[Phase 2 depression trial shows ALTO-203 boosts attention, EEG theta-beta ratio and alertness, pointing to biomarker-guided dosing and precision psychiatry.]]>
<![CDATA[Explore 2026’s fast-moving psych med pipeline: new Alzheimer agitation option, potential novel ADHD therapy, and promising psilocybin for depression.]]>

Gaming-based program for internet gaming disorder: feasibility and preliminary outcomes of a structured camp program

BackgroundAlthough controlled trials support several psychosocial interventions for adolescent internet gaming disorder (IGD), short, highly structured residential camp formats remain underreported, particularly regarding feasibility, safety, and process data from routine service settings.ObjectiveTo evaluate the feasibility, safety, and short-term entry-to-exit signals of a structured gaming-based camp program using retrospective, de-identified routinely collected service data, with a focus on implementation evidence for a brief, highly structured residential format.MethodsWe conducted a single-group entry-to-exit evaluation of a 7-day structured camp in 12 adolescents aged 11–16 years clinically diagnosed with IGD by psychiatrists using DSM-5 criteria. Entry and exit assessments were organized hierarchically, with the Gaming Disorder Screening Scale (GDSS), the Game Addiction Scale–7 (GAS-7), and the Visual Analog Scale (VAS) craving score as primary outcomes; the Barratt Impulsiveness Scale–11 (BIS-11), Zung Self-Rating Depression Scale (SDS), Zung Self-Rating Anxiety Scale (SAS), Social Avoidance and Distress Scale (SADS), and Chinese version of the Interpersonal Reactivity Index (IRI-C) as supportive secondary outcomes; and camp residential counselor–rated Conners scores and the Stroop task as exploratory external-rating and objective complementary indicators, respectively. Wilcoxon signed-rank tests reported effect size r and Hodges–Lehmann (HL) median difference with 95% CI. Exploratory Spearman correlations examined baseline characteristics and change.ResultsCompletion was 100% (12/12) and attendance 98.6% (142/144), with no serious adverse events; two participants had a brief single-session interruption (coded as non-attendance for that session-person) but completed subsequent sessions and exit assessment. Primary outcomes decreased at exit: GDSS 50.00 (SD 8.32) to 28.67 (SD 8.98), p<0.001, r=0.88, HL −20.5 (95% CI −27.0 to −16.5); GAS-7 21.50 (SD 6.57) to 13.33 (SD 4.44), p=0.003, r=0.89, HL −8.5 (95% CI −12.5 to −6.0); VAS 4.25 (SD 2.63) to 2.75 (SD 2.05), p=0.012, r=0.85, HL −2.0 (95% CI −3.0 to −1.0). High-risk GDSS decreased from 66.7% to 0%, GAS-7 positivity from 58.3% to 8.3%, and moderate-to-severe craving from 58.3% to 25.0%. BIS-11, SDS, and IRI-C showed supportive short-term changes, and counselor-rated Conners scores showed exploratory external-rating changes, whereas SAS and SADS did not. Stroop reaction time decreased and accuracy increased in both conditions, while interference effects did not change significantly. Baseline PSQI correlated with change in VAS craving (ρ=0.767, p=0.004).ConclusionsThis pilot program evaluation suggests that a short, highly structured gaming-based residential camp can be delivered feasibly and safely and may be associated with short-term reductions in IGD symptom severity and craving. Its main value is to provide early implementation and short-term signal data for a service-based camp format that should be tested in subsequent controlled studies with follow-up.

VOCALE LBD: Online Peer Support for Caregivers of People With Lewy Body Dementia

Conditions: Lewy Bodies Disease; Depression Disorder; Caregiver Burden; Caregivers

Interventions: Behavioral: VOCALE LBD: Virtual Online Communities for Aging Life Experiences: Lewy Body Dementia; Other: Standard of Care Educational Materials

Sponsors: University of Washington; National Institute of Mental Health (NIMH); The Lewy Body Dementia Association (LBDA); National Institute on Aging (NIA); National Institutes of Health (NIH)

Not yet recruiting

Intellectual-cultural orientation of family environment and adolescent depressive symptoms: the mediating role of game addiction

IntroductionExisting data indicate that an increasing number of adolescents are becoming addicted to online games, while the prevalence of depressive symptoms within this demographic is also on the rise. Depression is a primary comorbidity associated with game addiction, but the influencing factors and mechanisms remain unclear. This study aims to explore the mediating role of game addiction in the relationship between the intellectual-cultural orientation of family environment and adolescent depressive symptoms.MethodsA cross-sectional study was conducted on 1,105 pairs of mothers and adolescents in a high school in Henan Province, China, through online investigation from November 17, 2021 to December 11, 2021. The intellectual-cultural orientation, game addiction and adolescent depressive symptoms were measured by the subscale of Intellectual-cultural orientation in Family Environment Scale, Game Addiction Scale for Adolescents and Children’s Depression Inventory respectively. The SPSS PROCESS macro 3.3 software was used to analyze the mediating effect.ResultsThe findings revealed that Intellectual-cultural orientation was negatively correlated with both adolescent game addiction and depressive symptoms. Game addiction served as a significant mediator between Intellectual-cultural orientation and depressive symptoms in adolescents. Furthermore, gender and annual household income significantly associated with the strength of the mediating effect of game addiction on the relationship between Intellectual-cultural orientation and adolescent depressive symptoms. Specifically, boys and adolescents from low-incomefamilies were more likely to suffer from game addiction.DiscussionThese findings suggest that future family based interventions aimed at preventing adolescent depression should specifically target the reduction of game time, particularly among boys and adolescents from low-income families.