Anguera Joaquin A, Gunning Faith M, Areán Patricia A
Department of Neurology, University of California, San Francisco, CA, USA.
Department of Psychiatry, University of California, San Francisco, CA, USA.
Depress Anxiety. 2017 Jun;34(6):508-517. doi: 10.1002/da.22588. Epub 2017 Jan 3.
Existing treatments for depression are known to have only modest effects, are insufficiently targeted, and are inconsistently utilized, particularly in older adults. Indeed, older adults with impaired cognitive control networks tend to demonstrate poor response to a majority of existing depression interventions. Cognitive control interventions delivered using entertainment software have the potential to not only target the underlying cerebral dysfunction associated with depression, but to do so in a manner that is engaging and engenders adherence to treatment protocol.
In this proof-of-concept trial (Clinicaltrials.gov #: NCT02229188), individuals with late life depression (LLD) (22; 60+ years old) were randomized to either problem solving therapy (PST, n = 10) or a neurobiologically inspired digital platform designed to enhance cognitive control faculties (Project: EVO™, n = 12). Given the overlapping functional neuroanatomy of mood disturbances and executive dysfunction, we explored the impact of an intervention targeting cognitive control abilities, functional disability, and mood in older adults suffering from LLD, and how those outcomes compare to a therapeutic gold standard.
EVO participants demonstrated similar improvements in mood and self-reported function after 4 weeks of treatment to PST participants. The EVO participants also showed generalization to untrained measures of working memory and attention, as well as negativity bias, a finding not evident in the PST condition. Individuals assigned to EVO demonstrated 100% adherence.
This study provides preliminary findings that this therapeutic video game targeting cognitive control deficits may be an efficacious LLD intervention. Future research is needed to confirm these findings.
已知现有的抑郁症治疗方法效果有限、针对性不足且使用不一致,在老年人中尤为如此。事实上,认知控制网络受损的老年人往往对大多数现有的抑郁症干预措施反应不佳。使用娱乐软件进行的认知控制干预不仅有可能针对与抑郁症相关的潜在脑功能障碍,而且能够以一种引人入胜并促使患者遵守治疗方案的方式来实现。
在这项概念验证试验(Clinicaltrials.gov编号:NCT02229188)中,患有老年期抑郁症(LLD)(22名;60岁及以上)的个体被随机分为接受解决问题疗法(PST,n = 10)或接受一个旨在增强认知控制能力的受神经生物学启发的数字平台干预(项目:EVO™,n = 12)。鉴于情绪障碍和执行功能障碍在功能神经解剖学上存在重叠,我们探讨了针对患有LLD的老年人的认知控制能力、功能残疾和情绪的干预措施的影响,以及这些结果与治疗金标准相比如何。
经过4周治疗后,EVO组参与者在情绪和自我报告的功能方面与PST组参与者表现出相似的改善。EVO组参与者在未经训练的工作记忆和注意力测量以及消极偏差方面也表现出泛化现象,这一发现在PST组中并不明显。被分配到EVO组的个体表现出100%的依从性。
本研究提供了初步结果,表明这款针对认知控制缺陷的治疗性视频游戏可能是一种有效的LLD干预措施。需要进一步的研究来证实这些发现。