游戏化自适应方法在四川社区甲基苯丙胺使用史个体中的偏差修正:试点随机对照试验

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-03-10 DOI:10.2196/56978
Danlin Shen, Jianping Jiao, Liqun Zhang, Yanru Liu, Xiang Liu, Yuanhui Li, Tianjiao Zhang, Dai Li, Wei Hao
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引用次数: 0

摘要

背景:认知偏差修正(CBM)项目在治疗精神疾病方面显示出希望,但它们可能被认为是无聊和重复的。将游戏化设计和自适应算法纳入CBM培训可以解决这一问题,并提高参与度和有效性。目的:本研究旨在收集初步数据并评估适应性方法偏差修正(A-ApBM)范式在减少有甲基苯丙胺使用史的个体的线索诱导渴望方面的初步效果。方法:采用3组随机对照试验。从中国四川的12个社区康复中心招募年龄在18-60岁、有甲基苯丙胺依赖且至少有1年甲基苯丙胺使用史的个体。不能流利地操作智能手机以及存在甲基苯丙胺使用障碍以外的精神健康状况的个人被排除在外。a -ApBM组使用智能手机应用程序进行了为期4周的ApBM训练。A-ApBM采用自适应算法,根据个体表现动态调整难度等级。在基线、干预后和第16周随访时,使用视觉模拟量表评估线索诱导的渴望评分和复发。结果:共招募136名参与者并进行随机化:48名随机分配到A- apbm组,48名随机分配到静态方法偏差修正(S-ApBM)组,40名随机分配到无干预对照组。与基线相比,a - apbm组干预后提示诱导的渴望得分显著降低(Cohen d=0.34;结论:具有游戏化设计和动态难度调整的A-ApBM范式可能是减少有甲基苯丙胺使用史个体线索诱导渴望的有效干预措施。这种方法提高了参与度和个性化,潜在地提高了信任管理项目的有效性。需要进一步的研究来验证这些发现,并探索A-ApBM在其他精神疾病中的应用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamified Adaptive Approach Bias Modification in Individuals With Methamphetamine Use History From Communities in Sichuan: Pilot Randomized Controlled Trial.

Background: Cognitive bias modification (CBM) programs have shown promise in treating psychiatric conditions, but they can be perceived as boring and repetitive. Incorporating gamified designs and adaptive algorithms in CBM training may address this issue and enhance engagement and effectiveness.

Objectives: This study aims to gather preliminary data and assess the preliminary efficacy of an adaptive approach bias modification (A-ApBM) paradigm in reducing cue-induced craving in individuals with methamphetamine use history.

Methods: A randomized controlled trial with 3 arms was conducted. Individuals aged 18-60 years with methamphetamine dependence and at least 1 year of methamphetamine use were recruited from 12 community-based rehabilitation centers in Sichuan, China. Individuals with the inability to fluently operate a smartphone and the presence of mental health conditions other than methamphetamine use disorder were excluded. The A-ApBM group engaged in ApBM training using a smartphone app for 4 weeks. The A-ApBM used an adaptive algorithm to dynamically adjust the difficulty level based on individual performance. Cue-induced craving scores and relapses were assessed using a visual analogue scale at baseline, postintervention, and at week-16 follow-up.

Results: A total of 136 participants were recruited and randomized: 48 were randomized to the A-ApBM group, 48 were randomized to the static approach bias modification (S-ApBM) group, and 40 were randomized to the no-intervention control group. The A-ApBM group showed a significant reduction in cue-induced craving scores at postintervention compared with baseline (Cohen d=0.34; P<.01; 95% CI 0.03-0.54). The reduction remained significant at the week-16 follow-up (Cohen d=0.40; P=.01; 95% CI 0.18-0.57). No significant changes were observed in the S-ApBM and control groups.

Conclusions: The A-ApBM paradigm with gamified designs and dynamic difficulty adjustments may be an effective intervention for reducing cue-induced craving in individuals with methamphetamine use history. This approach improves engagement and personalization, potentially enhancing the effectiveness of CBM programs. Further research is needed to validate these findings and explore the application of A-ApBM in other psychiatric conditions.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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