Research & Development, Pluryn, Nijmegen, the Netherlands.
Behavioural Science Institute, Radboud University, Nijmegen, the Netherlands.
Early Interv Psychiatry. 2020 Aug;14(4):476-485. doi: 10.1111/eip.12874. Epub 2019 Sep 10.
Many youth in residential care suffer from post-traumatic symptoms that have adverse effects on a range of psychological, behavioural and physiological outcomes. Although current evidence-based treatment options are effective, they have their limitations. Meditation interventions are an alternative to traditional trauma-focused treatment. This pilot study aimed to evaluate three game-based meditation interventions in a sample of traumatized youth in residential care.
Fifteen participants were randomly divided over three conditions (Muse, DayDream and Wild Divine) that all consisted of twelve 15-minute game-play sessions. Physiological measurements (heart rate variability) were conducted at baseline, post-treatment and during each intervention session. Post-traumatic symptoms, stress, depression, anxiety and aggression were assessed at baseline, post-treatment and 1-month follow-up.
Physiological stress regulation was improved during the meditation sessions of all three interventions. User evaluations were in particular high for Muse with a rating of 8.42 out of 10 for game evaluation. Overall, outcomes on psychopathology demonstrated the most robust effect on stress. Muse performed best, with all participants showing reliable improvements (reliable change indexes [RCIs]) in post-traumatic symptoms, stress and anxiety. Participants who played Daydream or Wild Divine showed inconsistent progression: some participants improved, whereas others remained stable or even deteriorated based on their RCIs.
Preliminary findings show promising outcomes on physiology, psychopathology and user evaluations. All indicate the potential of this innovative form of stress regulation intervention, and the potential of Muse in particular, although findings should be considered preliminary due to our small sample size. Further studies are warranted to assess intervention effectiveness effects of Muse or other game-based meditation interventions for traumatized youth.
许多居住照料中的青少年患有创伤后症状,这些症状对一系列心理、行为和生理结果产生不良影响。尽管目前基于证据的治疗选择是有效的,但它们也存在局限性。冥想干预是传统创伤焦点治疗的一种替代方法。这项初步研究旨在评估居住照料中受创伤的青少年样本中三种基于游戏的冥想干预。
15 名参与者被随机分为三组(Muse、DayDream 和 Wild Divine),每组均包括 12 次 15 分钟的游戏。在基线、治疗后和每次干预期间进行生理测量(心率变异性)。在基线、治疗后和 1 个月随访时评估创伤后症状、压力、抑郁、焦虑和攻击性。
所有三种干预措施的冥想期间,生理应激调节均得到改善。用户评估特别高,Muse 的游戏评估得分为 10 分中的 8.42 分。总体而言,精神病理学的结果对压力表现出最显著的效果。Muse 表现最佳,所有参与者的创伤后症状、压力和焦虑均显示出可靠的改善(可靠变化指数 [RCI])。玩 Daydream 或 Wild Divine 的参与者表现出不一致的进展:一些参与者有所改善,而其他参与者则保持稳定甚至根据 RCI 恶化。
初步结果表明,生理、精神病理学和用户评估都有很好的结果。所有这些都表明了这种创新的应激调节干预形式的潜力,特别是 Muse 的潜力,尽管由于我们的样本量小,结果应被视为初步结果。需要进一步的研究来评估 Muse 或其他基于游戏的冥想干预对受创伤的青少年的干预效果。