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智能手机严肃游戏应用程序在物质使用障碍治疗中的应用:可行性和可接受性的观察性研究

The Use of Smartphone Serious Gaming Apps in the Treatment of Substance Use Disorders: Observational Study on Feasibility and Acceptability.

作者信息

Schilt Thelma, Ruijter Elvira Sharine, Godeschalk Nikky, van Haaster Marit, Goudriaan Anna E

机构信息

Jellinek, Amsterdam Institute for Addiction Research, Arkin Mental Health Care, Amsterdam, Netherlands.

Department of Psychology, Brain&Cognition, University of Amsterdam, Amsterdam, Netherlands.

出版信息

JMIR Form Res. 2022 Sep 6;6(9):e34159. doi: 10.2196/34159.

Abstract

BACKGROUND

Addiction is a worldwide problem with major health complications. Despite intensive treatment, relapse rates remain high. The prevalence of cognitive impairment is high in patients with substance use disorders (SUDs) and is associated with treatment dropout and relapse. Evidence indicates that cognitive function training in persons with SUDs may support treatment. Therefore, the use of web-based tools to test and train cognitive functions is of increasing interest.

OBJECTIVE

The goal of this study was to determine the feasibility and acceptability of a serious gaming smartphone app to test and train cognitive functions in addition to the treatment of SUDs.

METHODS

A prospective observational study was conducted with 229 patients seeking addiction treatment. The patients were offered 2 smartphone apps in addition to regular care: MyCognition Quotient (MyCQ) assessed cognitive functions and AquaSnap trained these functions. The feasibility was determined based on acceptance rates. The acceptability of the smartphone apps was qualitatively analyzed based on the answers to a questionnaire. Patient characteristics were compared between patients who played and did not play smartphone games. Explorative correlation analyses were performed between the playing time and cognitive assessment scores.

RESULTS

Of the 229 patients who were offered the apps, 110 completed the MyCQ assessment, and 59 started playing AquaSnap, yielding acceptance rates of 48.0% and 25.8%, respectively. The group that completed the MyCQ assessment was significantly more educated than the group that did not download the apps (χ=7.3; P=.03). The education level did not differ significantly between the group that played AquaSnap and the group that did not (P=.06). There were relatively more women in the AquaSnap playing group than in the nonplaying group (χ=6.5; P=.01). The groups did not differ in terms of age, substance use, treatment setting, mood, or quality of life. With respect to acceptability, 83% (38/46) of the patients who filled out the questionnaire enjoyed taking the MyCQ measurement, whereas 41% (14/34) enjoyed playing the AquaSnap game. Furthermore, 76% (35/46) and 68% (23/34) rated the apps MyCQ and AquaSnap, respectively, as easy. More playing minutes was associated with decreased working memory reaction time and executive functioning accuracy.

CONCLUSIONS

Our study showed that the use of a smartphone app for cognitive assessment in patients with SUDs who are interested and highly educated is feasible and acceptable for the subgroup that was asked to fill out a perception questionnaire. However, the use of a smartphone app for cognitive training was less feasible for this group of patients. Improvement of the training application and enhancement of the motivation of clients are needed. Despite these limitations, the present results provide support for future research investigating the use of smartphone apps for cognitive assessment and training in relation to the treatment of SUDs.

摘要

背景

成瘾是一个全球性问题,会引发严重的健康并发症。尽管进行了强化治疗,但复发率仍然很高。物质使用障碍(SUD)患者的认知障碍患病率很高,且与治疗中断和复发有关。有证据表明,对SUD患者进行认知功能训练可能有助于治疗。因此,使用基于网络的工具来测试和训练认知功能越来越受到关注。

目的

本研究的目的是确定一款严肃游戏智能手机应用程序在治疗SUD的同时测试和训练认知功能的可行性和可接受性。

方法

对229名寻求成瘾治疗的患者进行了一项前瞻性观察研究。除常规护理外,还为患者提供了两款智能手机应用程序:MyCognition Quotient(MyCQ)用于评估认知功能,AquaSnap用于训练这些功能。根据接受率确定可行性。基于对一份问卷的回答,对智能手机应用程序的可接受性进行了定性分析。比较了玩和不玩智能手机游戏的患者的特征。对游戏时间和认知评估分数进行了探索性相关分析。

结果

在提供应用程序的229名患者中,110人完成了MyCQ评估,59人开始玩AquaSnap,接受率分别为48.0%和25.8%。完成MyCQ评估的组的受教育程度明显高于未下载应用程序的组(χ=7.3;P=.03)。玩AquaSnap的组和未玩的组之间的教育水平没有显著差异(P=.06)。玩AquaSnap的组中的女性相对多于不玩的组(χ=6.5;P=.01)。两组在年龄、物质使用、治疗环境、情绪或生活质量方面没有差异。关于可接受性,填写问卷的患者中有83%(38/46)喜欢进行MyCQ测量,而41%(14/34)喜欢玩AquaSnap游戏。此外,分别有76%(35/46)和68%(23/34)将MyCQ和AquaSnap应用程序评为容易使用。游戏时间越长,工作记忆反应时间和执行功能准确性越低。

结论

我们的研究表明,对于有兴趣且受教育程度高的SUD患者,使用智能手机应用程序进行认知评估是可行的,对于被要求填写感知问卷的亚组来说也是可接受的。然而,对于这组患者来说,使用智能手机应用程序进行认知训练不太可行。需要改进训练应用程序并增强客户的积极性。尽管有这些局限性,但目前的结果为未来研究使用智能手机应用程序进行与SUD治疗相关的认知评估和训练提供了支持。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c1c8/9490544/a06a18b0e206/formative_v6i9e34159_fig1.jpg

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