Mistarz Nicolaj, Nielsen Anette Søgaard, Andersen Kjeld, Goudriaan Anneke E, Skøt Lotte, Mathiasen Kim, Michel Tanja Maria, Mellentin Angelina Isabella
Unit for Psychiatric Research, Department of Clinical Research, University of Southern Denmark, Odense, Denmark.
Brain Research-Inter-Disciplinary Guided Excellence, Department of Clinical Research, University of Southern Denmark, Odense, Denmark.
Front Psychiatry. 2021 Oct 1;12:727001. doi: 10.3389/fpsyt.2021.727001. eCollection 2021.
Patients with alcohol use disorder (AUD) exhibit deficits in various cognitive domains, including executive functioning, working memory, and learning and memory, which impede the effectiveness of conventional AUD treatment and enhance relapse. Mobile health (mHealth) services are promising in terms of delivering cognitive training in gamified versions. So far, studies examining the effects of mHealth-based cognitive training in AUD patients have, however, focused on specific rather than multiple cognitive domains and overlooked the importance of clinical outcomes. Furthermore, research has yet to investigate the acceptability and feasibility of this type of cognitive training. The aims of this pilot study are to examine (1) whether using smartphone-based, multi-domain cognitive training with gamified elements as part of conventional treatment for AUD indicate effect, and (2) whether the intervention is acceptable and feasible as a part of conventional treatment for AUD. Patients from the alcohol outpatient clinic, Odense Municipality, Denmark will be invited to participate in the study on a consecutive basis until a total of 60 patients have been recruited. The study will be performed as a combined parallel randomized controlled trial (RCT) and qualitative feasibility study. The patients will be randomly assigned to one of two groups. The intervention group ( = 30) will receive smartphone-based, multi-domain cognitive training with gamified elements together with treatment as usual (TAU). The active control group ( = 30) will receive a sham version of the same cognitive training together with TAU. Cognitive outcomes will be assessed the training application at baseline and post-treatment. Clinical outcomes will be assessed at baseline, post-treatment, and at 6-month follow-up using the Addiction Severity Index. Furthermore, the 30 patients randomized to the intervention group will be invited to participate in the second phase, that is the feasibility study, at post-treatment. A questionnaire inquiring about the use of mHealth treatment in general will be administered. Further, feedback regarding functionality and meaningfulness of the application in addition to other qualitative aspects relating to the use of the application will be collected. The patients will also be asked to provide suggestions about how to improve and potentially implement the tool. It is anticipated that this pilot study will provide tentative evidence for the effectiveness of smartphone-based, multi-domain cognitive training as well as information about the usability and feasibility of this type of training, including acceptability and compliance. The study will also contribute with feedback derived from the patients about how to improve and implement the tool. If promising, the findings will be used to plan a large-scale RCT. Since cognitive deficits are not addressed in current treatments for AUD, gamified cognitive training delivered through smartphones may increase the effectiveness of current treatment for AUD as well as introduce more mHealth-based treatment that is both accessible and cost-effective.
酒精使用障碍(AUD)患者在包括执行功能、工作记忆以及学习和记忆等多个认知领域存在缺陷,这阻碍了传统AUD治疗的效果并增加了复发率。移动健康(mHealth)服务在以游戏化形式提供认知训练方面前景广阔。然而,迄今为止,研究AUD患者基于mHealth的认知训练效果的研究,聚焦于特定而非多个认知领域,并且忽视了临床结果的重要性。此外,研究尚未调查此类认知训练的可接受性和可行性。本试点研究的目的是检验:(1)将基于智能手机的、带有游戏化元素的多领域认知训练作为AUD常规治疗的一部分是否有效;(2)该干预作为AUD常规治疗的一部分是否可接受且可行。丹麦欧登塞市酒精门诊的患者将被连续邀请参加该研究,直至招募到总共60名患者。该研究将作为一项平行随机对照试验(RCT)和定性可行性研究相结合的试验来进行。患者将被随机分配到两组中的一组。干预组(n = 30)将接受基于智能手机的、带有游戏化元素的多领域认知训练以及常规治疗(TAU)。活性对照组(n = 30)将接受相同认知训练的假版本以及TAU。将在基线和治疗后通过训练应用程序评估认知结果。将使用成瘾严重程度指数在基线、治疗后以及6个月随访时评估临床结果。此外,随机分配到干预组的30名患者将在治疗后被邀请参加第二阶段,即可行性研究。将发放一份关于一般mHealth治疗使用情况的问卷。此外,将收集有关该应用程序功能和意义以及与应用程序使用相关的其他定性方面的反馈。还将要求患者提供有关如何改进和潜在实施该工具的建议。预计这项试点研究将为基于智能手机的多领域认知训练的有效性提供初步证据,以及提供有关此类训练的可用性和可行性的信息,包括可接受性和依从性。该研究还将提供患者关于如何改进和实施该工具的反馈。如果结果有前景,这些发现将用于规划一项大规模RCT。由于目前AUD治疗中未解决认知缺陷问题,通过智能手机提供的游戏化认知训练可能会提高当前AUD治疗的效果,并引入更多既易于获得又具有成本效益的基于mHealth的治疗方法。