• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

相似文献

1
In-Game Play Behaviours during an Applied Video Game for Anxiety Prevention Predict Successful Intervention Outcomes.用于预防焦虑的应用视频游戏中的游戏内行为可预测干预的成功结果。
J Psychopathol Behav Assess. 2018;40(4):655-668. doi: 10.1007/s10862-018-9684-4. Epub 2018 Jun 11.
2
The effect of the video game Mindlight on anxiety symptoms in children with an Autism Spectrum Disorder.电子游戏《心灵之光》对自闭症谱系障碍儿童焦虑症状的影响。
BMC Psychiatry. 2015 Jul 1;15:138. doi: 10.1186/s12888-015-0522-x.
3
Effects of the video game 'Mindlight' on anxiety of children with an autism spectrum disorder: A randomized controlled trial.“Mindlight”游戏对自闭症谱系障碍儿童焦虑的影响:一项随机对照试验。
J Behav Ther Exp Psychiatry. 2020 Sep;68:101548. doi: 10.1016/j.jbtep.2020.101548. Epub 2020 Mar 3.
4
Preventing Childhood Anxiety Disorders: Is an Applied Game as Effective as a Cognitive Behavioral Therapy-Based Program?预防儿童焦虑障碍:应用游戏与基于认知行为疗法的项目同样有效吗?
Prev Sci. 2018 Feb;19(2):220-232. doi: 10.1007/s11121-017-0843-8.
5
The Effect of Expectations on Experiences and Engagement with an Applied Game for Mental Health.期望对一款心理健康应用游戏的体验及参与度的影响。
Games Health J. 2021 Aug;10(4):207-219. doi: 10.1089/g4h.2020.0115. Epub 2021 May 3.
6
Can a Commercial Video Game Prevent Depression? Null Results and Whole Sample Action Mechanisms in a Randomized Controlled Trial.一款商业电子游戏能预防抑郁症吗?一项随机对照试验的无效结果及全样本作用机制
Front Psychol. 2021 Jan 12;11:575962. doi: 10.3389/fpsyg.2020.575962. eCollection 2020.
7
Reductions of Anxiety Symptoms, State Anxiety, and Anxious Arousal in Youth Playing the Videogame MindLight Compared to Online Cognitive Behavioral Therapy.与在线认知行为疗法相比,玩电子游戏MindLight对青少年焦虑症状、状态焦虑和焦虑性觉醒的减轻作用。
Games Health J. 2021 Oct;10(5):330-338. doi: 10.1089/g4h.2020.0083. Epub 2021 Aug 17.
8
The Additive Effect of CBT Elements on the Video Game 'Mindlight' in Decreasing Anxiety Symptoms of Children with Autism Spectrum Disorder.CBT 元素对视频游戏“Mindlight”在降低自闭症谱系障碍儿童焦虑症状方面的附加效果。
J Autism Dev Disord. 2022 Jan;52(1):150-168. doi: 10.1007/s10803-021-04927-8. Epub 2021 Mar 3.
9
A Randomized Controlled Trial to Test the Effectiveness of an Immersive 3D Video Game for Anxiety Prevention among Adolescents.一项随机对照试验,旨在测试沉浸式3D电子游戏对青少年预防焦虑的有效性。
PLoS One. 2016 Jan 27;11(1):e0147763. doi: 10.1371/journal.pone.0147763. eCollection 2016.
10
Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review.青少年心理健康服务的数字游戏干预措施(游戏助我康复之路):一项范围综述的方案
JMIR Res Protoc. 2020 Jun 24;9(6):e13834. doi: 10.2196/13834.

引用本文的文献

1
Adolescent digital emotion regulation.青少年数字化情绪调节
J Res Adolesc. 2024 Dec;34(4):1341-1351. doi: 10.1111/jora.13009. Epub 2024 Aug 9.
2
Students' interaction anxiety and social phobia in interprofessional education in Hong Kong: mapping a new research direction.香港跨专业教育中学生的互动焦虑和社交恐惧症:开辟新的研究方向。
Ann Med. 2023 Dec;55(1):2210842. doi: 10.1080/07853890.2023.2210842.
3
Game-based digital therapeutics for children and adolescents: Their therapeutic effects on mental health problems, the sustainability of the therapeutic effects and the transfer of cognitive functions.面向儿童和青少年的基于游戏的数字疗法:其对心理健康问题的治疗效果、治疗效果的可持续性以及认知功能的迁移
Front Psychiatry. 2022 Nov 29;13:986687. doi: 10.3389/fpsyt.2022.986687. eCollection 2022.
4
Evaluation of a scalable online videogame-based biofeedback program to improve emotion regulation: A descriptive study assessing parent perspectives.评估一种可扩展的基于在线视频游戏的生物反馈程序以改善情绪调节:一项评估家长观点的描述性研究。
Internet Interv. 2022 Mar 23;28:100527. doi: 10.1016/j.invent.2022.100527. eCollection 2022 Apr.
5
Therapeutic use of serious games in mental health: scoping review.严肃游戏在心理健康中的治疗应用:范围综述
BJPsych Open. 2022 Feb 2;8(2):e37. doi: 10.1192/bjo.2022.4.
6
Effectiveness, User Engagement and Experience, and Safety of a Mobile App (Lumi Nova) Delivering Exposure-Based Cognitive Behavioral Therapy Strategies to Manage Anxiety in Children via Immersive Gaming Technology: Preliminary Evaluation Study.一款通过沉浸式游戏技术提供基于暴露的认知行为疗法策略来管理儿童焦虑的移动应用程序(Lumi Nova)的有效性、用户参与度与体验以及安全性:初步评估研究
JMIR Ment Health. 2022 Jan 24;9(1):e29008. doi: 10.2196/29008.
7
Impact of Action Video Gaming Behavior on Attention, Anxiety, and Sleep Among University Students.动作视频游戏行为对大学生注意力、焦虑及睡眠的影响
Psychol Res Behav Manag. 2022 Jan 14;15:151-160. doi: 10.2147/PRBM.S347694. eCollection 2022.
8
The Effect of Expectations on Experiences and Engagement with an Applied Game for Mental Health.期望对一款心理健康应用游戏的体验及参与度的影响。
Games Health J. 2021 Aug;10(4):207-219. doi: 10.1089/g4h.2020.0115. Epub 2021 May 3.
9
Engagement in technology-enhanced interventions for children and adolescents: Current status and recommendations for moving forward.参与增强技术干预儿童和青少年:当前状况和前进建议。
Clin Psychol Rev. 2020 Jun;78:101858. doi: 10.1016/j.cpr.2020.101858. Epub 2020 Apr 30.
10
Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint.运用设计思维原则解决青少年数字心理健康干预的局限性:观点
J Med Internet Res. 2019 Jan 14;21(1):e11528. doi: 10.2196/11528.

本文引用的文献

1
Reductions of Anxiety Symptoms, State Anxiety, and Anxious Arousal in Youth Playing the Videogame MindLight Compared to Online Cognitive Behavioral Therapy.与在线认知行为疗法相比,玩电子游戏MindLight对青少年焦虑症状、状态焦虑和焦虑性觉醒的减轻作用。
Games Health J. 2021 Oct;10(5):330-338. doi: 10.1089/g4h.2020.0083. Epub 2021 Aug 17.
2
Preventing Childhood Anxiety Disorders: Is an Applied Game as Effective as a Cognitive Behavioral Therapy-Based Program?预防儿童焦虑障碍:应用游戏与基于认知行为疗法的项目同样有效吗?
Prev Sci. 2018 Feb;19(2):220-232. doi: 10.1007/s11121-017-0843-8.
3
Effectiveness of a Cognitive Behavioral Therapy-Based Indicated Prevention Program for Children with Elevated Anxiety Levels: a Randomized Controlled Trial.基于认知行为疗法的针对焦虑水平升高儿童的指示性预防项目的有效性:一项随机对照试验。
Prev Sci. 2017 Jan;18(1):31-39. doi: 10.1007/s11121-016-0725-5.
4
Practitioner Review: Cognitive bias modification for mental health problems in children and adolescents: a meta-analysis.从业者评论:认知偏差修改对儿童和青少年心理健康问题的影响:一项荟萃分析。
J Child Psychol Psychiatry. 2015 Jul;56(7):723-734. doi: 10.1111/jcpp.12383. Epub 2015 Jan 30.
5
Trajectories of change in youth anxiety during cognitive-behavior therapy.认知行为疗法期间青少年焦虑的变化轨迹。
J Consult Clin Psychol. 2015 Apr;83(2):239-52. doi: 10.1037/a0038402. Epub 2014 Dec 8.
6
Anxiety, Depression, and Somatic Distress: Developing a Transdiagnostic Internalizing Toolbox for Pediatric Practice.焦虑、抑郁和躯体困扰:为儿科实践开发一种跨诊断内化工具箱
Cogn Behav Pract. 2012 Feb 1;19(1):68-82. doi: 10.1016/j.cbpra.2011.06.002.
7
Absence of evidence or evidence of absence: reflecting on therapeutic implementations of attentional bias modification.缺乏证据还是证据缺失:反思注意力偏差矫正的治疗应用
BMC Psychiatry. 2014 Jan 15;14:8. doi: 10.1186/1471-244X-14-8.
8
The benefits of playing video games.玩电子游戏的好处。
Am Psychol. 2014 Jan;69(1):66-78. doi: 10.1037/a0034857. Epub 2013 Dec 2.
9
Who gets the most out of cognitive behavioral therapy for anxiety disorders? The role of treatment dose and patient engagement.谁能从焦虑障碍的认知行为疗法中获益最多?治疗剂量和患者参与的作用。
J Consult Clin Psychol. 2013 Aug;81(4):639-649. doi: 10.1037/a0033403. Epub 2013 Jun 10.
10
EEG from a single-channel dry-sensor recording device.单通道干电极传感器记录设备的脑电图。
Clin EEG Neurosci. 2012 Apr;43(2):112-20. doi: 10.1177/1550059411435857. Epub 2012 Mar 27.

用于预防焦虑的应用视频游戏中的游戏内行为可预测干预的成功结果。

In-Game Play Behaviours during an Applied Video Game for Anxiety Prevention Predict Successful Intervention Outcomes.

作者信息

Wols Aniek, Lichtwarck-Aschoff Anna, Schoneveld Elke A, Granic Isabela

机构信息

Behavioural Science Institute, Radboud University, P.O. BOX 9104, 6500 HE Nijmegen, The Netherlands.

出版信息

J Psychopathol Behav Assess. 2018;40(4):655-668. doi: 10.1007/s10862-018-9684-4. Epub 2018 Jun 11.

DOI:10.1007/s10862-018-9684-4
PMID:30459485
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC6223766/
Abstract

Anxiety disorder is the most prevalent and frequently diagnosed disorder in youth, and associated with serious negative health outcomes. Our most effective prevention programs, however, have several limitations. These limitations can be addressed using game-based interventions. Results from two randomized controlled trials on the video game show improvements in anxiety that are maintained up to 6 months. The game was designed based on evidence-based therapeutic techniques; however, it is unclear if children's engagement with these techniques actually predict improvements in anxiety symptoms. An important advantage of game-based interventions is that they provide excellent opportunities to isolate therapeutic action mechanisms and test their impact on intervention outcomes. In the current study, on-screen videotaped output while playing was coded and analysed for forty-three 8 to 12-year old children with elevated levels of anxiety. Results showed that changes in in-game play behaviours representing therapeutic exposure techniques predicted improvements in anxiety symptoms 3 months later (when children had not played the game for 3 months). The current study is a first step towards identifying and validating game mechanics that can be used in new applied games to target anxiety symptoms or other psychopathologies with the same underlying deficits.

摘要

焦虑症是青少年中最普遍且诊断率最高的疾病,与严重的负面健康结果相关。然而,我们最有效的预防项目存在一些局限性。这些局限性可以通过基于游戏的干预措施来解决。两项关于该视频游戏的随机对照试验结果显示,焦虑症状有所改善,且这种改善可持续长达6个月。该游戏是基于循证治疗技术设计的;然而,尚不清楚儿童对这些技术的参与是否真的能预测焦虑症状的改善。基于游戏的干预措施的一个重要优势在于,它们提供了绝佳的机会来分离治疗作用机制,并测试其对干预结果的影响。在当前研究中,对43名焦虑水平较高的8至12岁儿童在玩游戏时的屏幕录像输出进行了编码和分析。结果显示,代表治疗暴露技术的游戏内行为变化预测了3个月后(此时儿童已3个月未玩该游戏)焦虑症状的改善。当前研究是朝着识别和验证可用于新应用游戏以针对焦虑症状或具有相同潜在缺陷的其他精神病理学的游戏机制迈出的第一步。