Department of Psychology, University of Geneva, Geneva, Switzerland.
Smith Kettlewell Eye Research Institute, San Francisco, CA, USA.
BMC Psychiatry. 2024 Jan 19;24(1):56. doi: 10.1186/s12888-024-05515-7.
Adolescence is a critical period for the onset and maintenance of anxiety disorders, which raises the importance of intervening early; one possibility of doing so is via digital interventions. Within that research field, at least two important research paths have been explored in the past years. On the one hand, the anxiolytic effect of casual video games has been tested as such gaming activity may distract away from anxious thoughts through the induction of flow and redirection of attention toward the game and thus away of anxious thoughts. On the other hand, the bidirectional link between weak attentional control and higher anxiety has led to the design of interventions aiming at improving attentional control such as working memory training studies. Taking stock that another genre of gaming, action video games, improves attentional control, game-based interventions that combines cognitive training and action-like game features would seem relevant. This three-arm randomized controlled trial aims to evaluate the feasibility and the efficacy of two video game interventions to document how each may potentially alleviate adolescent anxiety-related symptoms when deployed fully on-line.
The study aims to recruit 150 individuals, 12 to 14 years of age, with high levels of anxiety as reported by the parents' online form of the Screen for Child Anxiety Related Disorders questionnaire. This trial contrasts a child-friendly, "action-like" video game designed to improve attentional control abilities in a progressive and stepwise manner (Eco-Rescue), a casual puzzle video game selected to act as a positive distraction tool (Bejeweled) and finally a control group with no assigned training intervention to control for possible test-retest effects (No-training). Participants will be assigned randomly to one of the three study arms. They will be assessed for main (anxiety) and secondary outcomes (attentional control, affective working memory) at three time points, before training (T1), one week after the 6-week training (T2) and four months after completing the training (T3).
The results will provide evidence for the feasibility and the efficacy of two online video game interventions at improving mental health and emotional well-being in adolescents with high levels of anxiety. This project will contribute unique knowledge to the field, as few studies have examined the effects of video game play in the context of digital mental health interventions for adolescents.
The trial is registered on ClinicalTrials.gov (NCT05923944, June 20, 2023).
青春期是焦虑障碍发病和持续的关键时期,因此早期干预尤为重要;一种可能的干预方法是通过数字干预。在该研究领域,过去几年已经探索了至少两个重要的研究方向。一方面,休闲视频游戏的抗焦虑作用已得到测试,因为这种游戏活动可以通过诱导流畅状态和将注意力重新引导到游戏上,从而分散焦虑思维,从而分散焦虑思维。另一方面,注意力控制薄弱与更高的焦虑之间的双向联系导致了旨在改善注意力控制的干预措施的设计,例如工作记忆训练研究。考虑到另一种类型的游戏,动作视频游戏,提高了注意力控制,将认知训练和类似动作的游戏功能相结合的基于游戏的干预措施似乎是相关的。这项三臂随机对照试验旨在评估两种视频游戏干预措施的可行性和疗效,以记录当完全在线部署时,每种干预措施如何可能减轻青少年与焦虑相关的症状。
该研究旨在招募 150 名年龄在 12 至 14 岁之间的个体,这些个体的父母通过在线形式的儿童焦虑相关障碍筛查问卷报告有较高水平的焦虑。该试验对比了一种儿童友好型、“类似动作”的视频游戏,该游戏旨在逐步和逐步提高注意力控制能力(生态救援),一种休闲益智视频游戏被选为积极的分散注意力工具(宝石迷阵),最后一个对照组没有分配训练干预以控制可能的测试-再测试效应(无训练)。参与者将被随机分配到三个研究组之一。他们将在三个时间点进行主要(焦虑)和次要(注意力控制、情感工作记忆)结局评估,在训练前(T1)、6 周训练后一周(T2)和完成训练后四个月(T3)。
研究结果将为两种在线视频游戏干预措施改善有较高焦虑水平的青少年的心理健康和情绪健康提供可行性和疗效的证据。该项目将为该领域提供独特的知识,因为很少有研究在青少年数字心理健康干预的背景下研究视频游戏的影响。
该试验在 ClinicalTrials.gov 注册(NCT05923944,2023 年 6 月 20 日)。