A remotely-applied, cognitive control-based video game intervention to reduce depressive symptoms in a sub-clinical population: A randomized controlled trial (RCT)
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引用次数: 0
Abstract
Depressive symptoms are prevalent among young adults, with cognitive theories suggesting that impaired cognitive control contributes to sustained negative mood and depressive symptoms. This study investigated the feasibility and efficacy of a remotely-applied, tablet-based cognitive control video game, Legends of Hoa'manu (LoH), for reducing depressive symptoms in subclinical adults.
A randomized controlled trial (NCT05447091) was conducted with 173 participants (mean age 33 ± 11.6 years; 75.1 % female) exhibiting at least a minimal level of depressive symptoms (PHQ-8 ≥ 5). Participants were randomized into three groups: high-dose experimental game (HD_EG; N = 58), low-dose experimental game (LD_EG; N = 61), and high-dose control game (HD_CG; N = 54), with interventions spanning three weeks.
The intervention demonstrated high feasibility and adherence (69.5–76.5 % of sessions completed) without direct study contact. Overall depressive symptoms (BDI-II total score) improved across all groups, with a significant main effect of time, but no significant group differences. Still, group differences were found for the cognitive-affective BDI-II subscale, where the HD_EG group showed the largest reduction (4.5 points vs. 2.3 and 2.1 in the LD_EG and HD_CG, respectively). These improvements were maintained at 3-week and 3-month follow-ups. Secondary outcomes, including anxiety and rumination, also improved across all groups. Overall cognitive control performance did not differ between groups; however, significant improvements in inhibitory control emerged exclusively in the HD_EG group.
The results highlight the feasibility of this novel, cost-effective, and remotely-applied cognitive control-based intervention. These findings underscore the potential of LoH as a scalable solution for addressing depressive symptoms in subclinical populations.
抑郁症状在年轻人中很普遍,认知理论表明认知控制受损会导致持续的负面情绪和抑郁症状。本研究调查了远程应用、基于平板电脑的认知控制视频游戏《Hoa’manu Legends》(LoH)减轻亚临床成人抑郁症状的可行性和有效性。一项随机对照试验(NCT05447091)对173名参与者(平均年龄33±11.6岁;75.1%为女性)进行了研究,这些参与者至少表现出最低程度的抑郁症状(PHQ-8≥5)。参与者被随机分为三组:高剂量实验游戏(HD_EG, N = 58)、低剂量实验游戏(LD_EG, N = 61)和高剂量控制游戏(HD_CG, N = 54),干预时间为三周。在没有直接研究接触的情况下,干预显示出很高的可行性和依从性(69.5- 76.5%的疗程完成)。总体抑郁症状(BDI-II总分)在所有组间均有改善,主要受时间影响,但组间无显著差异。然而,在认知情感BDI-II子量表上发现了组间差异,其中HD_EG组表现出最大的下降(4.5分,LD_EG和HD_CG分别为2.3和2.1分)。这些改善在3周和3个月的随访中保持不变。包括焦虑和反刍在内的次要结果在所有组中也有所改善。整体认知控制表现在两组之间没有差异;然而,抑制控制的显著改善仅出现在HD_EG组。结果强调了这种新颖、经济、远程应用的基于认知控制的干预措施的可行性。这些发现强调了LoH作为解决亚临床人群抑郁症状的可扩展解决方案的潜力。
期刊介绍:
"Comprehensive Psychiatry" is an open access, peer-reviewed journal dedicated to the field of psychiatry and mental health. Its primary mission is to share the latest advancements in knowledge to enhance patient care and deepen the understanding of mental illnesses. The journal is supported by a diverse team of international editors and peer reviewers, ensuring the publication of high-quality research with a strong focus on clinical relevance and the implications for psychopathology.
"Comprehensive Psychiatry" encourages authors to present their research in an accessible manner, facilitating engagement with clinicians, policymakers, and the broader public. By embracing an open access policy, the journal aims to maximize the global impact of its content, making it readily available to a wide audience and fostering scientific collaboration and public awareness beyond the traditional academic community. This approach is designed to promote a more inclusive and informed dialogue on mental health, contributing to the overall progress in the field.