传统和游戏化的注意偏倚修正对抑郁症的疗效:随机对照试验的研究方案。

IF 2 3区 医学 Q3 MEDICINE, RESEARCH & EXPERIMENTAL
Beatrice Fadrigon , Ariel Tseng , Rachel L. Weisenburger , Andrew Levihn-Coon , Mary E. McNamara , Jason Shumake , Jasper A.J. Smits , Tracy A. Dennis-Tiwary , Christopher G. Beevers
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引用次数: 0

摘要

认知模型认为,对令人不安的信息的负性偏见注意在维持抑郁相关的精神病理中起着因果作用。注意偏差修正(Attention bias modification,简称ABM)通过改变注意偏差并检查其对抑郁症的后续影响来验证这一观点。先前的研究发现,ABM改变了对令人不安的信息的负性偏见注意,减少了抑郁;然而,许多研究都未能证明这些影响。其他研究表明,在认知训练中添加类似游戏的元素(如游戏玩法、成就、关卡、挑战和点数)可以提高参与者的参与度。之前还没有研究游戏化ABM对抑郁症的疗效。本研究的目的是进行一项大型(N = 600)疗效试验,比较游戏化、移动ABM、传统的、基于网络的ABM和传统的、基于网络的假ABM在抑郁症症状升高的成年人中的疗效。所有条件下的参与者都被要求在四周的时间内完成16次ABM课程(即每周4次培训课程)。我们假设,与传统的假ABM相比,游戏化和传统的ABM会显著地减少自我报告和访谈者评价的抑郁症状。我们进一步假设,游戏化的ABM将不逊色于传统的ABM。我们的第三个假设是,与假ABM相比,具有强烈注意偏见的人在游戏化或传统ABM的反应中抑郁程度会更低。二级分析将检查假定的ABM介质。最后,我们将通过收集急性ABM期后2、3和6个月的治疗后症状数据来估计ABM的持久性。ClinicalTrials.gov ID: NCT06361095。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Efficacy of traditional and gamified attention bias modification for depression: Study protocol for a randomized controlled trial
Cognitive models posit that negatively biased attention toward dysphoric information has a causal role in the maintenance of depression-related psychopathology. Attention bias modification (ABM) tests this idea by altering an attentional bias and examining subsequent effects on depression. Prior work finds that ABM alters negatively biased attention for dysphoric information and reduces depression; however, a number of studies have failed to show these effects. Other research suggests that adding game-like elements (i.e.game play, achievements, levels, challenges, and points) to cognitive training can enhance participant engagement. No prior work has examined the efficacy of gamified ABM for depression. The goal of this study is to conduct a large (N = 600) efficacy trial comparing gamified, mobile ABM and traditional, web-based ABM to traditional, web-based sham ABM among adults with elevated symptoms of depression. Participants in all conditions are asked to complete 16 ABM sessions across a four week period (i.e., 4 training sessions per week). We hypothesize that gamified and traditional ABM will lead to significantly greater reductions in self-reported and interviewer-rated depression symptoms than traditional sham ABM. We further hypothesize that gamified ABM will be non-inferior to traditional ABM. Our third hypothesis is that people with a strong attentional bias will experience greater reductions in depression in response to either gamified or traditional ABM compared to sham ABM. Secondary analyses will examine putative mediators of ABM. Finally, we will estimate the durability of ABM by collecting post-treatment symptom data 2-, 3-, and 6-months after the acute ABM period.
ClinicalTrials.gov ID: NCT06361095
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来源期刊
CiteScore
3.70
自引率
4.50%
发文量
281
审稿时长
44 days
期刊介绍: Contemporary Clinical Trials is an international peer reviewed journal that publishes manuscripts pertaining to all aspects of clinical trials, including, but not limited to, design, conduct, analysis, regulation and ethics. Manuscripts submitted should appeal to a readership drawn from disciplines including medicine, biostatistics, epidemiology, computer science, management science, behavioural science, pharmaceutical science, and bioethics. Full-length papers and short communications not exceeding 1,500 words, as well as systemic reviews of clinical trials and methodologies will be published. Perspectives/commentaries on current issues and the impact of clinical trials on the practice of medicine and health policy are also welcome.
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