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一款用于预防青少年物质使用障碍复发的运动激活视频游戏:试点随机对照试验

A Motion-Activated Video Game for Prevention of Substance Use Disorder Relapse in Youth: Pilot Randomized Controlled Trial.

作者信息

Abroms Lorien C, Fishman Marc, Vo Hoa, Chiang Shawn C, Somerville Victoria, Rakhmanov Lawrence, Ruggiero Michael, Greenberg Daniel

机构信息

Department of Prevention and Community Health, Milken Institute School of Public Health, The George Washington University, Washington, DC, United States.

Mountain Manor Treatment Center, Baltimore, MD, United States.

出版信息

JMIR Serious Games. 2019 May 23;7(2):e11716. doi: 10.2196/11716.

Abstract

BACKGROUND

Body motion-activated video games are a promising strategy for promoting engagement in and adherence to addiction treatment among youth.

OBJECTIVE

This pilot randomized trial (N=80) investigated the feasibility of a body motion-activated video game prototype, Recovery Warrior 2.0, targeting relapse prevention in the context of a community inpatient care program for youth.

METHODS

Participants aged 15-25 years were recruited from an inpatient drug treatment program and randomized to receive treatment as usual (control) or game play with treatment as usual (intervention). Assessments were conducted at baseline, prior to discharge, and at 4 and 8 weeks postdischarge.

RESULTS

The provision of the game play intervention was found to be feasible in the inpatient setting. On an average, participants in the intervention group played for 36.6 minutes and on 3.6 different days. Participants in the intervention group mostly agreed that they would use the refusal skills taught by the game. Participants in the intervention group reported attending more outpatient counseling sessions than those in the control group (10.8 versus 4.8), but the difference was not significant (P=.32). The game had no effect on drug use at 4 or 8 weeks postdischarge, with the exception of a benefit reported at the 4-week follow-up among participants receiving treatment for marijuana addiction (P=.04).

CONCLUSIONS

Preliminary evidence indicates that a motion-activated video game for addiction recovery appears to be feasible and acceptable for youth within the context of inpatient treatment, but not outpatient treatment. With further development, such games hold promise as a tool for the treatment of youth substance use disorder.

TRIAL REGISTRATION

ClinicalTrials.gov NCT03957798; https://clinicaltrials.gov/show/NCT03957798 (Archived by WebCite at http://www.webcitation.org/78XU6ENB4).

摘要

背景

身体运动激活的电子游戏是促进青少年参与和坚持成瘾治疗的一种有前景的策略。

目的

这项试点随机试验(N = 80)调查了一款身体运动激活的电子游戏原型“康复勇士2.0”在针对青少年社区住院护理项目中预防复发方面的可行性。

方法

从住院药物治疗项目中招募15 - 25岁的参与者,并随机分为接受常规治疗(对照组)或常规治疗加游戏玩法(干预组)。在基线、出院前、出院后4周和8周进行评估。

结果

发现提供游戏玩法干预在住院环境中是可行的。干预组参与者平均游戏时长为36.6分钟,在3.6个不同的日子里玩游戏。干预组参与者大多同意他们会使用游戏中教授的拒绝技巧。干预组参与者报告参加门诊咨询的次数比对照组多(10.8次对4.8次),但差异不显著(P = 0.32)。除了在接受大麻成瘾治疗的参与者4周随访时报告有一项益处外(P = 0.04),该游戏在出院后4周或8周对药物使用没有影响。

结论

初步证据表明,一款用于成瘾康复的运动激活电子游戏在住院治疗环境中对青少年似乎是可行且可接受的,但在门诊治疗中并非如此。随着进一步发展,此类游戏有望成为治疗青少年物质使用障碍的一种工具。

试验注册

ClinicalTrials.gov NCT03957798;https://clinicaltrials.gov/show/NCT03957798(由WebCite存档于http://www.webcitation.org/78XU6ENB4)。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2878/6552452/9fde4d30bd1a/games_v7i2e11716_fig1.jpg

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