The Leslie and Susan Gonda Brain Science Center, Ramat-Gan, Israel.
Depression Clinical and Research Program, Department of Psychiatry, Massachusetts General Hospital, Boston, MA, United States.
J Med Internet Res. 2024 Nov 7;26:e56201. doi: 10.2196/56201.
The constant rise in the prevalence of major depressive disorder calls for new, effective, and accessible interventions that can rapidly and effectively reach a wide range of audiences. Recent developments in the digital health domain suggest that dedicated online platforms may potentially address this gap. Focusing on targeting ruminative thought, a major symptomatic hallmark of depression, in this study we hypothesized that delivering a digital health-based intervention designed to systematically facilitate thought progression would substantially alleviate depression.
The study aims to investigate the efficacy of a novel digital intervention on the reduction of depressive symptoms. This intervention was designed as an easy-to-use gamified app specifically aimed to facilitate thought progression through intense practicing of associative, semantically broad, fast, and creative thought patterns.
A randomized clinical trial was conducted, comparing changes in depression symptoms between participants who used the app in the intervention group (n=74) and waitlist control group (n=27) over the course of 8 weeks. All participants filled out a battery of clinical questionnaires to assess the severity of depression at baseline and 4 and 8 weeks after starting the study. These primarily included the Montgomery-Åsberg Depression Rating Scale (MADRS) and the Patient Health Questionnaire-9 as well as the Positive Affect Negative Affect Scale-Negative Affect Score, Ruminative Response Scale, and Symptoms of Depression Questionnaire. Additional questionnaires were implemented to assess anxiety, positive affect, anhedonia, and quality of life.
The results indicate that across multiple clinical measurements, participants in the intervention group who played the gamified app showed greater and faster improvement in depressive symptoms compared with their waitlist control counterparts. The difference between the groups in MADRS improvement was -7.01 points (95% CI -10.72 to -3.29; P<.001; Cohen d=0.67). Furthermore, the difference in improvement between groups persisted up to 4 weeks posttrial (MADRS differences at week 12: F=6.62; P=.003; ηp=0.21). At the end of the trial, participants who played the app showed high interest in continuing using the app.
The results demonstrate that a gamified app designed to facilitate thought progression is associated with improvement in depressive symptoms. Given its innovative and accessibility features, this gamified method aiming to facilitate thought progression may successfully complement traditional treatments for depression in the future, providing a safe and impactful way to enhance the lives of individuals experiencing depression and anxiety.
ClinicalTrials.gov NCT05685758; https://clinicaltrials.gov/study/NCT05685758.
重度抑郁症的发病率不断上升,这需要新的、有效的、易于获取的干预措施,这些措施能迅速且有效地覆盖广大受众。最近数字健康领域的发展表明,专门的在线平台可能会填补这一空白。鉴于此,本研究聚焦于针对沉思思维——抑郁症的主要症状特征之一,我们假设提供一种基于数字健康的干预措施,旨在系统地促进思维进展,将极大地减轻抑郁症状。
本研究旨在探究一种新型数字干预措施对减轻抑郁症状的疗效。该干预措施设计为一款易于使用的游戏化应用程序,旨在通过强化联想、语义广泛、快速和创造性思维模式,促进思维进展。
我们开展了一项随机临床试验,比较了使用该应用程序的干预组(n=74)和候补名单对照组(n=27)在 8 周内抑郁症状的变化。所有参与者在研究开始时以及 4 周和 8 周后填写了一系列临床问卷,以评估抑郁严重程度。这些问卷主要包括蒙哥马利-阿斯伯格抑郁评定量表(MADRS)、患者健康问卷-9 以及积极情绪与消极情绪量表-消极情绪评分、反刍反应量表和抑郁症状问卷。此外,还实施了其他问卷以评估焦虑、积极情绪、快感缺失和生活质量。
结果表明,在多项临床测量中,与候补名单对照组相比,使用游戏化应用程序的干预组参与者在抑郁症状方面表现出更大和更快的改善。在 MADRS 改善方面,两组之间的差异为-7.01 分(95%置信区间-10.72 至-3.29;P<.001;Cohen d=0.67)。此外,组间改善差异持续到试验后 4 周(MADRS 差异在第 12 周:F=6.62;P=.003;ηp=0.21)。在试验结束时,使用该应用程序的参与者表示有很高的兴趣继续使用该应用程序。
研究结果表明,设计用于促进思维进展的游戏化应用程序与抑郁症状的改善相关。鉴于其创新性和易获取性特点,这种旨在促进思维进展的游戏化方法可能会在未来成功补充传统的抑郁症治疗方法,为经历抑郁和焦虑的个体提供一种安全且有效的改善生活的方式。
ClinicalTrials.gov NCT05685758;https://clinicaltrials.gov/study/NCT05685758。