星际飞船救援的随机对照试验:认知行为疗法和基于生物反馈的电脑游戏治疗患有长期身体疾病的儿童和青少年的焦虑。

IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Hiran Thabrew, Harshali Kumar, Tarique Naseem, Chris Frampton, Karolina Stasiak, Sally Merry
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引用次数: 0

摘要

目的:本研究旨在探讨认知行为疗法和基于生物反馈的电脑游戏(星际飞船救援:焦虑漩涡[SRVA])与安慰剂关注健康的电脑游戏(星际飞船救援:健康之旅)在减少8-18岁长期身体状况(ltpc)儿童和青少年焦虑症状和改善生活质量方面的比较疗效。材料与方法:随机对照试验60例(每组30例)。主要结局是4周时广泛性焦虑障碍7项(GAD-7)和Spence儿童焦虑量表(SCAS)焦虑症状的改变。次要结局是3个月时焦虑症状的改变;使用儿科生活质量量表(PedsQL)在4周和3个月时的生活质量变化;4周时记录SRVA的可接受性。结果:两组的参与者在4周和3个月时都经历了焦虑的减少(从中度到轻度)和生活质量的改善。GAD-7、SCAS或PedsQL没有观察到显著的组间差异或组间相互作用。虽然SRVA被广泛接受,但用户也提出了一些改善内容和设计的建议。结论:尽管这是第二项证明SRVA可以降低LTPC儿童和青少年焦虑水平的研究,但之前关于其功效和成分相关益处的问题以及关于以身体健康为导向的电子健康干预的临床价值的新问题仍未得到解答。在推荐SRVA用于临床应用之前,还需要进一步的研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Randomized Controlled Trial of Starship Rescue: A Cognitive Behavior Therapy and Biofeedback-Based Computer Game to Treat Anxiety in Children and Young People with Long-Term Physical Conditions.

Objectives: This study was undertaken to investigate the comparative efficacy of a cognitive behavior therapy and biofeedback-based computer game (Starship Rescue: Vortex of Anxiety [SRVA]) and placebo well-being-focused computer game (Starship Rescue: Voyage of Wellness) for reducing symptoms of anxiety and improving quality of life among children and young people aged 8-18 with long-term physical conditions (LTPCs). Materials and Methods: A randomized controlled trial was conducted with 60 participants (30 per arm). Primary outcomes were change in anxiety symptoms on the Generalized Anxiety Disorder 7-item (GAD-7) and Spence Children's Anxiety Scale (SCAS) at 4 weeks. Secondary outcomes were changes in anxiety symptoms at 3 months; changes in quality of life using the Pediatric Quality of Life Inventory (PedsQL) at 4 weeks and 3 months; and acceptability of SRVA recorded at 4 weeks. Results: Participants in both groups experienced reduced anxiety (from a moderate to mild level) and improved quality of life at 4 weeks and 3 months. There were no significant group differences or time-by-group interactions observed for GAD-7, SCAS, or PedsQL. While SRVA was broadly acceptable, some suggestions for improvement of content and design were provided by users. Conclusions: Although this is the second study to demonstrate that SRVA can reduce levels of anxiety in children and young people with LTPC, previous questions regarding its efficacy and component-related benefits and new questions regarding the clinical value of physical health-oriented eHealth interventions remain unanswered. Further research is needed before SRVA can be recommended for clinical use.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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