A Personalized and Smartphone-Based Serious Gaming App Targeting Cognitive Impairments in Alcohol Use Disorder: Double-Blinded, Randomized Controlled Efficacy Trial Among Outpatients.

IF 5.8 2区 医学 Q1 PSYCHIATRY
Jmir Mental Health Pub Date : 2025-10-07 DOI:10.2196/67167
Nicolaj Mistarz, Laust Vind Knudsen, Anna Mejldal, Kjeld Andersen, Anneke Goudriaan, Lotte Skøt, Tanja Maria Michel, Angelina Isabella Mellentin
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引用次数: 0

Abstract

Background: Alcohol use disorder (AUD) is associated with cognitive impairments that are known to affect the outcomes of conventional treatment. Digital cognitive training programs have been examined as a possible way of addressing these overlooked challenges. Existing findings regarding the efficacy of such training programs are divergent, and further studies are warranted to examine more engaging cognitive training programs using the latest technology. Smartphone-based training built upon the principles of serious gaming would not only increase the accessibility of the program, but it could also increase the motivation of the patients, potentially maximizing adherence to the training program.

Objective: The aim of the present feasibility and efficacy study was to examine the feasibility and acceptability of the Brain+ Alco-Recover app (Brain+ A/S) with gamified elements among patients with AUD when delivered as an add-on to treatment-as-usual (TAU) and with minimal guidance from health care practitioners. In addition, the effects on cognitive and alcohol-related outcomes were examined.

Methods: A total of 72 outpatients were randomized into either group A, experimental + TAU (n=36), or group B, sham + TAU (n=36), and they had to complete a 1-month training program in addition to primary treatment. Self-reported experience at the 6-month follow-up as well as actual game usage was used to determine the feasibility of the training program. Cognitive performance and alcohol consumption were assessed as well.

Results: The patients in both groups reported a high level of acceptability, and up to 83% of the patients in the experimental group met the minimum requirements for the usage of the app. The experimental group also demonstrated significant improvements in working memory (P<.001). Although no significant differences were found between the 2 groups regarding clinical outcomes, a greater reduction in alcohol consumption was evident at the 6-month follow-up in the experimental group.

Conclusions: The acceptability and adherence to the minimum training requirements deems the gamified Brain+ app as a feasible tool for cognitive training when delivered as an add-on to TAU. Furthermore, the potential improvements in cognitive functions should be further replicated in a larger-scale trial to assess whether these could be used to improve the treatment of AUD in the future.

International registered report identifier (irrid): RR2-10.3389/fpsyt.2021.727001.

一款针对酒精使用障碍患者认知障碍的个性化智能手机严肃游戏应用:门诊患者双盲随机对照疗效试验
背景:酒精使用障碍(AUD)与认知障碍相关,已知认知障碍会影响常规治疗的结果。数字认知训练项目作为解决这些被忽视的挑战的一种可能的方式已经被研究过。关于这种训练项目的有效性,现有的研究结果是分歧的,需要进一步的研究来检验使用最新技术的更有吸引力的认知训练项目。基于严肃游戏原则的基于智能手机的训练不仅可以增加项目的可访问性,还可以增加患者的动力,从而最大限度地提高训练计划的依从性。目的:本可行性和有效性研究的目的是检查具有游戏化元素的脑+酒精恢复应用程序(脑+ A/S)在AUD患者中作为常规治疗(TAU)的附加内容,并在医疗保健从业人员的指导下进行的可行性和可接受性。此外,还研究了对认知和酒精相关结果的影响。方法:将72例门诊患者随机分为A组(实验+ TAU) (n=36)或B组(假+ TAU) (n=36),除初级治疗外,他们还必须完成1个月的培训计划。在6个月的随访中,自我报告的经验以及实际的游戏使用情况被用来确定训练计划的可行性。认知能力和饮酒量也被评估。结果:两组患者均报告了高水平的可接受性,实验组中高达83%的患者达到了应用程序使用的最低要求。实验组在工作记忆方面也表现出显着改善(p结论:对最低训练要求的可接受性和依从性认为游戏化脑+应用程序作为TAU附加组件提供时是一种可行的认知训练工具。此外,认知功能的潜在改善应该在更大规模的试验中进一步验证,以评估这些是否可以用于改善未来AUD的治疗。国际注册报告标识符(irrid): RR2-10.3389/fpsyt.2021.727001。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Jmir Mental Health
Jmir Mental Health Medicine-Psychiatry and Mental Health
CiteScore
10.80
自引率
3.80%
发文量
104
审稿时长
16 weeks
期刊介绍: JMIR Mental Health (JMH, ISSN 2368-7959) is a PubMed-indexed, peer-reviewed sister journal of JMIR, the leading eHealth journal (Impact Factor 2016: 5.175). JMIR Mental Health focusses on digital health and Internet interventions, technologies and electronic innovations (software and hardware) for mental health, addictions, online counselling and behaviour change. This includes formative evaluation and system descriptions, theoretical papers, review papers, viewpoint/vision papers, and rigorous evaluations.
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