Initial evaluation of a mobile therapeutic game for adolescent anxiety disorders

IF 0.8 Q4 SOCIAL WORK
Steven Barnes, J. Prescott, J. Adams
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引用次数: 0

Abstract

Purpose This study aims to evaluate a novel mobile therapeutic videogame for adolescents with anxiety disorders (ADs), combining elements of cognitive-behavioural therapy and attention-bias modification, in terms of both its therapeutic efficacy over a controlled intervention and two-month follow-up, as well as the extent and implications of self-directed play. Design/methodology/approach A within-groups design with two parallel conditions [clinical anxiety (N = 16) and subclinical/at-risk (N = 15)] were measured on both self-reported anxiety and threat-detection bias (TDB) across three timepoints (pre- and post-intervention and two-month follow-up). Findings Significant reductions were observed in both self-reported state and trait anxiety and TDB over the course of the two-week intervention, which were maintained at follow-up. Engagement in self-directed play during the follow-up period significantly predicted outcomes at two-month follow-up for clinical participants. Originality/value To the best of the authors’ knowledge, this paper represents the first of its kind to evaluate a mobile therapeutic game designed with and solely for adolescents with ADs. This study also represents the first of its kind to examine the extent and implications of self-directed play for outcomes.
青少年焦虑症移动治疗游戏的初步评估
目的本研究旨在评估一种结合认知行为疗法和注意偏差矫正的新型青少年焦虑症移动治疗电子游戏,在控制干预和两个月随访期间的治疗效果,以及自我导向游戏的程度和影响。设计/方法/方法采用组内设计,采用两种平行条件[临床焦虑(N = 16)和亚临床/有风险(N = 15)],在三个时间点(干预前后和两个月随访)测量自我报告的焦虑和威胁检测偏差(TDB)。在为期两周的干预过程中,观察到自我报告的状态和特质焦虑以及TDB显著减少,并在随访中保持。在随访期间参与自主游戏显著地预测了临床参与者两个月随访的结果。原创性/价值据作者所知,这篇论文首次评估了一款专门为患有ad的青少年设计的手机治疗游戏。该研究还首次考察了自我导向游戏对结果的影响程度和影响。
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来源期刊
CiteScore
1.80
自引率
25.00%
发文量
42
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