Abroms Lorien C, Leavitt Leah E, Van Alstyne Judy M, Schindler-Ruwisch Jennifer M, Fishman Marc J, Greenberg Daniel
1 Milken Institute School of Public Health, The George Washington University , Washington, D.C.
2 Mountain Manor Treatment Center , Baltimore, Maryland.
Games Health J. 2015 Dec;4(6):494-501. doi: 10.1089/g4h.2014.0100. Epub 2015 Jul 27.
This study examined the feasibility and acceptability of a body motion-activated videogame, targeting the prevention of opioid relapse among youth in the context of outpatient treatment.
Participants attended four weekly gameplay sessions. Surveys were conducted at baseline and following each week's gameplay and assessed satisfaction with gameplay, craving intensity, and self-efficacy to refuse opioids.
Participants expressed a high level of satisfaction with the videogame throughout the 4 weeks and agreed with the statement that they would be more likely to attend treatment sessions if the game was present (mean=4.6; standard deviation [SD]=0.7) and would recommend the videogame to other people in treatment (mean=4.2; SD=0.8). All participants recommended playing the videogame as part of treatment at least weekly, with a third recommending playing daily. Self-reported cravings declined over the 4-week period from baseline (mean=12.7; SD=8.4) to Week 4 (mean=9.8; SD=8.3), although the decline was not significant. Although participants stated that they liked the game, one-third of participants had dropped out of the study by the fourth session of gameplay.
Preliminary evidence indicates that a motion videogame for addiction recovery may be feasible and acceptable within the context of outpatient treatment, although additional efforts are needed to keep youth in treatment. Future studies are needed to assess the impact of the game on long-term abstinence, treatment adherence, and engagement.
本研究考察了一款身体运动激活的电子游戏在门诊治疗背景下预防青少年阿片类药物复吸的可行性和可接受性。
参与者参加了为期四周的每周游戏环节。在基线时以及每周游戏环节结束后进行调查,评估对游戏玩法的满意度、渴望强度以及拒绝阿片类药物的自我效能感。
在整个四周期间,参与者对该电子游戏表达了高度满意,并认同如果有这款游戏他们更有可能参加治疗环节这一说法(均值 = 4.6;标准差[SD] = 0.7),且会向其他接受治疗的人推荐这款电子游戏(均值 = 4.2;SD = 0.8)。所有参与者都建议至少每周玩一次该电子游戏作为治疗的一部分,三分之一的人建议每天玩。自我报告的渴望程度在四周期间从基线时(均值 = 12.7;SD = 8.4)下降到第4周(均值 = 9.8;SD = 8.3),尽管下降不显著。尽管参与者表示喜欢这款游戏,但到第四次游戏环节时,三分之一的参与者退出了研究。
初步证据表明,一款用于成瘾康复的运动电子游戏在门诊治疗背景下可能是可行且可接受的,尽管需要做出更多努力来让青少年持续接受治疗。未来需要开展研究来评估该游戏对长期戒断、治疗依从性和参与度的影响。