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基于游戏的疗法对治疗精神分裂症成年患者的认知缺陷是否有效?一项随机对照试验的证据。

Is game-based therapy effective for treating cognitive deficits in adults with schizophrenia? Evidence from a randomized controlled trial.

机构信息

School of Psychology, Capital Normal University, Beijing, China.

Beijing Key Laboratory of Learning and Cognition, Beijing, China.

出版信息

Transl Psychiatry. 2024 Jul 16;14(1):291. doi: 10.1038/s41398-024-02920-0.

Abstract

Cognitive deficits in schizophrenia are a major contributor to poor functional outcomes and everyday functioning, making them a promising therapeutic target. Recent years have witnessed a dramatic increase in the use of digital interventions, such as game-based therapy, targeting various domains of cognition to treat mental disorders. Game-based digital interventions have been suggested to have therapeutic value in health care for people with schizophrenia. To support this idea, a novel, online training program (Komori Life) that targets cognitive deficits in schizophrenia was tested for feasibility of use and initial efficiency. Inpatients with schizophrenia were randomized to complete 20 sessions of either Komori Life (N = 40 completers) or treatment as usual (N = 40 completers). Cognitive and clinical assessments were performed at enrollment and after completion of the training intervention for all patients. In addition, 32 healthy volunteers were recruited as controls, and an eye-tracking paradigm was employed to assess attentional biases to emotional information before and after game intervention for all subjects. The results showed that there were no group differences in cognitive or clinical assessments at baseline between the two patient groups. After game training, there were still no group × time interactions on cognitive or clinical assessment scores. Regarding eye movement measurements, both patient groups showed increased attention to threatening stimuli compared to healthy controls in terms of attentional maintenance at baseline. After game training, the game training group revealed greater improvement in attentional bias towards threatening scenes (decreased percentage of total duration and percentage of total fixations towards threatening stimuli) relative to the treatment as usual group. Moreover, our results partially indicated that training effectiveness was associated with cognitive improvement and that heightened attentional maintenance to threats was associated with worse cognitive performance. This study provides initial evidence that a remote, online cognitive training program is feasible and effective in improving cognitive function in schizophrenia. This form of training may serve as a complementary therapy to existing psychiatric care. Clinical trial registration: the trial is registered at http://www.chictr.org.cn , identifier ChiCTR2100048403.

摘要

精神分裂症认知缺陷是导致功能预后不良和日常功能障碍的主要因素,因此成为有前途的治疗靶点。近年来,数字干预措施(如基于游戏的疗法)的使用急剧增加,这些措施针对认知的各个领域,以治疗精神障碍。基于游戏的数字干预措施被认为对精神分裂症患者的医疗保健具有治疗价值。为了支持这一观点,一种针对精神分裂症认知缺陷的新型在线培训计划(Komori Life)被测试了其使用的可行性和初步效果。将精神分裂症住院患者随机分为 Komori Life 组(N = 40 名完成者)或常规治疗组(N = 40 名完成者),完成 20 次治疗。所有患者在入组时和完成培训干预后进行认知和临床评估。此外,招募了 32 名健康志愿者作为对照组,并在所有受试者中使用眼动追踪范式评估游戏干预前后对情绪信息的注意偏向。结果表明,两组患者在基线时的认知或临床评估无组间差异。在游戏训练后,认知或临床评估得分仍无组间×时间交互作用。关于眼动测量,与健康对照组相比,两组患者在基线时都表现出对威胁性刺激的注意力维持增加。在游戏训练后,与常规治疗组相比,游戏训练组对威胁性场景的注意偏向显示出更大的改善(对威胁性刺激的总持续时间和总注视次数百分比减少)。此外,我们的结果部分表明,训练效果与认知改善有关,对威胁的注意力维持增加与认知表现更差有关。这项研究初步证明了远程在线认知训练计划在改善精神分裂症患者认知功能方面是可行且有效的。这种训练形式可以作为现有精神科护理的补充治疗。临床试验注册:该试验在 http://www.chictr.org.cn 上注册,标识符 ChiCTR2100048403。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c34a/11252351/6cb160250f4a/41398_2024_2920_Fig1_HTML.jpg

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