测试游戏化情绪认知偏差修正任务作为低情绪干预的有效性:随机对照试验。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-05-01 DOI:10.2196/65103
Rumeysa Kuruoğlu, Angela Attwood, Ian Penton-Voak
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引用次数: 0

摘要

背景:抑郁症中的情绪识别偏差已被充分证明,并被认为在抑郁症中起因果作用。针对情绪表达知觉偏差的认知偏差修正干预虽然对情绪知觉有较强的训练效果,但对情绪的影响不可靠且较弱。我们提出了一种新的游戏化认知偏差修正(GCBM)来解决可能减弱治疗效果的潜在限制。目的:本研究旨在探讨单次GCBM在情绪感知方面的有效性,并评估游戏化版本的任务是否会产生与原始CBM相同的情绪表情解释训练效果。第二个目的是比较单次CBM训练、CBM控制(不训练)和GCBM训练对即时情绪的效果。方法:我们报告了一项受试者之间的全自动网络实验研究,该研究通过网络从普通人群中招募参与者(N=916)。我们测试了GCBM在改变参与者对模糊面部表情的反应方面的有效性。主要结果是情绪识别偏差,通过增加对快乐面孔的识别来衡量。我们还比较了单次GCBM训练(n=397)、CBM训练(n=400)和CBM控制(n=119)条件对即时情绪的影响,使用即时情绪量表进行测量。结果:与对照组相比,GCBM干预组的被试在训练后将更多的模糊面孔归类为“快乐”,表明模糊面孔的幸福感增强(B=1.57, p)。结论:GCBM与对照组相比,在改变被试对模糊面部表情的情绪识别偏见和增强即时情绪方面表现出良好的效果。这些结果表明,GCBM有望成为CBM解决情绪相关认知偏见的更好选择。GCBM对情绪的长期影响及其临床应用有待进一步探索。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Testing the Effectiveness of a Gamified Emotional Cognitive Bias Modification Task as an Intervention for Low Mood: Randomized Controlled Trial.

Background: Emotion recognition bias in depression is well-documented and is proposed to play a causal role in depression. A cognitive bias modification (CBM) intervention targeting the bias in emotional expression perception was developed, but despite robust training effects on emotion perception, the effect on mood was unreliable and weak. We propose a new gamified cognitive bias modification (GCBM) to address potential limitations that may attenuate therapeutic effects.

Objective: This study aimed to investigate the effectiveness of a single session of GCBM on emotion perception and to assess whether the gamified version of the task would produce the same robust training effects on the interpretation of emotional expressions as the original CBM. The second aim was to compare the effectiveness of a single session of CBM training, CBM control (no training), and GCBM training on immediate mood.

Methods: We report a between-subjects fully automated and web-based experimental study that recruited participants via the web from the general population (N=916). We tested the effectiveness of GCBM in changing participants' responses to ambiguous facial expressions. The primary outcome was emotion recognition bias, measured as the increased identification of happy faces. We also compared the effects of a single session of GCBM training (n=397), CBM training (n=400), and CBM control (n=119) conditions on immediate mood, measured using the Immediate Mood Scaler.

Results: Results showed that participants in the GCBM intervention condition classified more ambiguous faces as "happy" after the training compared with controls, indicating an increased perception of happiness in ambiguous faces (B=1.57, P<.001). There was also evidence that GCBM training produced more positive changes in immediate mood compared with the CBM control condition (B=-3.64, P=.003) and compared with the CBM training condition (B=1.69, P=.048).

Conclusions: GCBM demonstrated promising results in changing participants' emotion recognition bias to ambiguous facial expressions and enhance the immediate mood compared with both CBM and control conditions. These results suggest that GCBM holds promise to be a better alternative to CBM for addressing mood-related cognitive biases. Further exploration of GCBM's long-term effects on mood and its clinical application is needed.

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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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