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一种基于网络游戏的用于解释的认知偏差修正(CBM-I)程序,以减少新冠疫情期间的恐惧:复原力作为调节变量。

An online game-based cognitive bias modification for interpretation (CBM-I) program to reduce fear during the COVID-19 pandemic: resilience as a moderator.

作者信息

Tsai Wan-Yu, Zhou Yanlin, Yu Nancy Xiaonan

机构信息

Department of Social and Behavioural Sciences, City University of Hong Kong, Hong Kong, People's Republic of China.

Department of Psychology, University of Warwick, Coventry, UK.

出版信息

Health Psychol Behav Med. 2024 Aug 28;12(1):2396140. doi: 10.1080/21642850.2024.2396140. eCollection 2024.

Abstract

INTRODUCTION

This study examined the training effects of an online game-based cognitive bias modification for interpretation (CBM-I) program in reducing fear during the COVID-19 pandemic in Hong Kong. In addition to investigating the changes in both proximal (i.e. negative and positive interpretations) and distal outcomes (i.e. fear of COVID-19), we examined whether individuals with higher baseline resilience levels would benefit more from the CBM-I program.

METHODS

A total of 68 Hong Kong undergraduate students were randomized into either the CBM-I group or a control group, among which 66 participants completed the pretest, post-test, and follow-up on negative and positive interpretations, fear of COVID-19, and resilience.

RESULTS

Compared to the control group, the CBM-I training group showed a significantly greater decrease in negative interpretations, a significantly greater increase in positive interpretations of COVID-19-related ambiguous scenarios, and a trend toward a greater reduction in fear of COVID-19. The CBM-I training was more effective at reducing fear among those with higher levels of resilience at baseline, whereas the control group showed the opposite effect, albeit to a lesser extent.

CONCLUSION

This online game-based CBM-I training shows the potential to modify the negative interpretation bias toward fear-inducing scenarios and contributes to the reduction of fear. Baseline screening of resilient individuals may optimize the training effects.

摘要

引言

本研究考察了基于网络游戏的认知偏差矫正解释(CBM-I)程序在香港新冠疫情期间减轻恐惧方面的训练效果。除了调查近端结果(即消极和积极解释)和远端结果(即对新冠病毒的恐惧)的变化外,我们还研究了基线复原力水平较高的个体是否能从CBM-I程序中获益更多。

方法

共有68名香港本科生被随机分为CBM-I组或对照组,其中66名参与者完成了关于消极和积极解释、对新冠病毒的恐惧以及复原力的前测、后测和随访。

结果

与对照组相比,CBM-I训练组在消极解释方面有显著更大幅度的下降,在对新冠病毒相关模糊情景的积极解释方面有显著更大幅度的增加,并且在对新冠病毒的恐惧方面有更大幅度下降的趋势。CBM-I训练在降低基线复原力水平较高者的恐惧方面更有效,而对照组则显示出相反的效果,尽管程度较小。

结论

这种基于网络游戏的CBM-I训练显示出改变对诱发恐惧情景的消极解释偏差并有助于减轻恐惧的潜力。对有复原力个体的基线筛查可能会优化训练效果。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ca73/11363732/ccef8cb93621/RHPB_A_2396140_F0001_OB.jpg

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