Wols Aniek, Lichtwarck-Aschoff Anna, Schoneveld Elke A, Granic Isabela
Behavioural Science Institute, Radboud University, P.O. BOX 9104, 6500 HE Nijmegen, The Netherlands.
J Psychopathol Behav Assess. 2018;40(4):655-668. doi: 10.1007/s10862-018-9684-4. Epub 2018 Jun 11.
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.
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。