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游戏化改善认知控制训练的抗抑郁效果——一项试点试验。

Gamification improves antidepressant effects of cognitive control training-A pilot trial.

作者信息

Weller Simone, Schroeder Philipp A, Plewnia Christian

机构信息

Department of Psychiatry and Psychotherapy, Tuebingen Center for Mental Health, University Hospital of Tuebingen, Tuebingen, Germany.

Department of Psychology, University of Tuebingen, Tübingen, Germany.

出版信息

Front Digit Health. 2022 Oct 21;4:994484. doi: 10.3389/fdgth.2022.994484. eCollection 2022.

Abstract

OBJECTIVE

Computerised cognitive trainings have been put forward to improve control over negatively biased information processing and associated depressive symptomatology. Yet, disease-related impairments of motivation and endurance, as well as insufficient accessibility hinder use of this promising therapeutic opportunity. Here, we developed an app ( ) that utilizes a cognitive control training (paced auditory serial addition task) enriched with gamification and information elements. We compared a six-week training with to a non-gamified version (active control group).

METHODS

Thirty-two depressed participants were included. Each received either or the non-gamified version and was instructed to train three times per week for two weeks. Afterwards (four weeks) they were free to train at their own discretion. Depression severity was assessed during training and two follow-up sessions. Primary endpoint was defined as difference between groups [change of Montgomery-Åsberg Depression Rating Scale (MADRS)] four weeks after end of training.

RESULTS

Depression severity decreased in both groups. At primary endpoint, MADRS scores were significantly lower in the -group compared to the control group. No differences were observed at three months' follow-up. Intervention usability was consistently rated positively. Participants who had trained with maintained the recommended training frequency without further prompting. Besides transient fatigue or frustration, no adverse effects were observed.

CONCLUSION

This pilot demonstrates that gamification and information elements can substantially increase cognitive control training efficacy in alleviating depressive symptoms. Moreover, it provides first evidence for the feasibility and efficacy of as an add-on intervention to treat depression.

CLINICAL TRIAL REGISTRATION

The study is registered under ClinicalTrials.gov, identifier: NCT04400162.

摘要

目的

计算机化认知训练已被提出用于改善对负性偏向信息处理及相关抑郁症状的控制。然而,与疾病相关的动机和耐力受损以及可及性不足阻碍了这一有前景的治疗机会的应用。在此,我们开发了一款应用程序( ),它利用了富含游戏化和信息元素的认知控制训练(节奏性听觉连续加法任务)。我们将为期六周的该训练与非游戏化版本(活性对照组)进行了比较。

方法

纳入32名抑郁症患者。每人接受该应用程序训练或非游戏化版本训练,并被指示每周训练三次,为期两周。之后(四周后)他们可自行决定是否训练。在训练期间及两次随访时评估抑郁严重程度。主要终点定义为训练结束四周后两组之间的差异[蒙哥马利-阿斯伯格抑郁评定量表(MADRS)的变化]。

结果

两组的抑郁严重程度均降低。在主要终点时,应用程序训练组的MADRS评分显著低于对照组。在三个月随访时未观察到差异。干预的可用性一直得到积极评价。接受应用程序训练的参与者在没有进一步提示的情况下保持了推荐的训练频率。除了短暂的疲劳或沮丧外,未观察到不良反应。

结论

这项试点研究表明,游戏化和信息元素可显著提高认知控制训练在减轻抑郁症状方面的疗效。此外,它为该应用程序作为治疗抑郁症的附加干预措施的可行性和疗效提供了首个证据。

临床试验注册

该研究已在ClinicalTrials.gov注册,标识符:NCT04400162。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/0680/9635856/aff042bd2157/fdgth-04-994484-g001.jpg

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