一项随机临床试验,调查基于游戏的数字治疗对社交焦虑症的临床影响

IF 4.8 2区 医学 Q1 PSYCHIATRY
Jennifer de Rutte , Sarah Myruski , Elizabeth Davis , Abigail Findley , Tracy A. Dennis-Tiwary
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引用次数: 0

摘要

本研究的目的是确定一种新型的基于游戏的数字治疗干预是否能减轻患有社交焦虑障碍(SAD)临床症状升高的成人的焦虑症状严重程度。参与者被随机分配(1:1)接受为期四周的积极干预,一种基于游戏的注意力偏差修正(active ABM)焦虑,或假控制训练(control)。在2022年6月至2023年6月期间,104名参与者入组,其中93名完成了每个方案的试验,104名纳入最终意向治疗分析(54名干预,50名对照);平均年龄38.08岁(10.56岁),女性79例。因变量是SAD症状的减少,通过Liebowitz SAD量表(LSAS)测量。参与者被分类为只有SAD临床症状升高,或SAD和广泛性焦虑障碍(GAD)症状同时升高(共病)。在基线和治疗后,与对照组相比,活跃组的SAD症状明显减少[活跃组:M = -29.71,SD = 23.68;对照组:M = -14.59,SD = 21.52,d = 。67, t(102) = -3.40,p <; 。[001]在四周的研究期间。虽然在每个时间点上各组之间没有明显的差异,但与对照组相比,活跃状态引起的SAD症状随时间的变化明显更大。使用这种基于游戏的数字ABM干预在减少焦虑症状方面显示出益处。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A randomized clinical trial investigating the clinical impact of a game-based digital therapeutic for social anxiety disorder
The objective of this study was to determine if a novel game-based digital therapeutic intervention reduced anxiety symptom severity in adults with clinically elevated symptoms of social anxiety disorder (SAD). Participants were randomly allocated (1:1) to receive four weeks of either the active intervention, a game-based form of attention bias modification (Active ABM) for anxiety, or the sham control training (Control). Between June 2022 to June 2023, 104 participants were enrolled with 93 completing the trial per-protocol and 104 included in the final intention-to-treat analysis (54 intervention, 50 control); mean age was 38.08 (10.56) years and 79 were female. The dependent variable was reduction in SAD symptoms, measured via the Liebowitz SAD Scale (LSAS). Participants were classified as having clinically elevated SAD symptoms only, or both SAD and Generalized Anxiety Disorder (GAD) symptoms (comorbid). The Active condition induced significantly greater reductions in SAD symptoms compared to the Control condition between Baseline and Post-Treatment [Active: M = -29.71, SD = 23.68; Control: M = -14.59, SD = 21.52, d = .67, t(102) = -3.40, p < .001] across the four-week study period. While no significant between-groups differences emerged at each timepoint individually, the Active condition induced significantly greater change over time in SAD symptoms compared to the Control condition. Use of this game-based digital ABM intervention showed benefits in the reduction of anxiety symptoms.
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来源期刊
CiteScore
16.60
自引率
2.90%
发文量
95
期刊介绍: The Journal of Anxiety Disorders is an interdisciplinary journal that publishes research papers on all aspects of anxiety disorders for individuals of all age groups, including children, adolescents, adults, and the elderly. Manuscripts that focus on disorders previously classified as anxiety disorders such as obsessive-compulsive disorder and posttraumatic stress disorder, as well as the new category of illness anxiety disorder, are also within the scope of the journal. The research areas of focus include traditional, behavioral, cognitive, and biological assessment; diagnosis and classification; psychosocial and psychopharmacological treatment; genetics; epidemiology; and prevention. The journal welcomes theoretical and review articles that significantly contribute to current knowledge in the field. It is abstracted and indexed in various databases such as Elsevier, BIOBASE, PubMed/Medline, PsycINFO, BIOSIS Citation Index, BRS Data, Current Contents - Social & Behavioral Sciences, Pascal Francis, Scopus, and Google Scholar.
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