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基于认知偏差修正和习得性无助范式的抑郁症治疗严肃游戏:设计与可接受性研究

Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study.

作者信息

Ghosh Arka, Agnihotri Jagriti, Bhalotia Sradha, Sati Bharat Kumar, Agarwal Latika, A Akash, Tandon Swastika, Meena Komal, Raj Shreyash, Azad Yatin, Gupta Silky, Gupta Nitin

机构信息

Department of Biological Sciences and Bioengineering, Indian Institute of Technology Kanpur, Kanpur, India.

Department of Cognitive Science, Indian Institute of Technology Kanpur, Kanpur, India.

出版信息

JMIR Serious Games. 2023 May 3;11:e37105. doi: 10.2196/37105.

Abstract

BACKGROUND

Depression is a debilitating mental health disorder, with a large treatment gap. Recent years have seen a surge in digital interventions to bridge this treatment gap. Most of these interventions are based on computerized cognitive behavioral therapy. Despite the efficacy of computerized cognitive behavioral therapy-based interventions, their uptake is low and dropout rates are high. Cognitive bias modification (CBM) paradigms provide a complementary approach to digital interventions for depression. However, interventions based on CBM paradigms have been reported to be repetitive and boring.

OBJECTIVE

In this paper, we described the conceptualization, design, and acceptability of serious games based on CBM paradigms and the learned helplessness paradigm.

METHODS

We searched the literature for CBM paradigms that were shown to be effective in reducing depressive symptoms. For each of the CBM paradigms, we ideated how to create a game so that the gameplay was engaging while the active therapeutic component remained unchanged.

RESULTS

We developed 5 serious games based on the CBM paradigms and the learned helplessness paradigm. The games include various core elements of gamification, such as goals, challenges, feedback, rewards, progress, and fun. Overall, the games received positive acceptability ratings from 15 users.

CONCLUSIONS

These games may help improve the effectiveness and engagement levels of computerized interventions for depression.

摘要

背景

抑郁症是一种使人衰弱的心理健康障碍,治疗缺口巨大。近年来,数字干预措施激增,以弥合这一治疗缺口。这些干预措施大多基于计算机化认知行为疗法。尽管基于计算机化认知行为疗法的干预措施有效,但其采用率较低且退出率较高。认知偏差矫正(CBM)范式为抑郁症的数字干预提供了一种补充方法。然而,据报道,基于CBM范式的干预措施具有重复性且枯燥乏味。

目的

在本文中,我们描述了基于CBM范式和习得性无助范式的严肃游戏的概念化、设计和可接受性。

方法

我们在文献中搜索了被证明对减轻抑郁症状有效的CBM范式。对于每个CBM范式,我们构思了如何创建一款游戏,使游戏玩法引人入胜,同时积极的治疗成分保持不变。

结果

我们基于CBM范式和习得性无助范式开发了5款严肃游戏。这些游戏包括游戏化的各种核心元素,如目标、挑战、反馈、奖励、进度和乐趣。总体而言,这些游戏获得了15名用户的积极可接受性评分。

结论

这些游戏可能有助于提高抑郁症计算机化干预的有效性和参与度。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/703c/10193222/b633908d14b3/games_v11i1e37105_fig1.jpg

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