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Codesigning a mobile gamified attention bias modification intervention: research protocol
INTRODUCTION: Advances in experimental psychology has highlighted the need to modify underlying automatic cognitive biases, such as attentional biases. While prior research has documented the effectiveness of cognitive bias modification, such interventions tend to be highly repetitive and individual...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
BMJ Publishing Group
2019
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6797300/ https://www.ncbi.nlm.nih.gov/pubmed/31619432 http://dx.doi.org/10.1136/bmjopen-2019-031897 |
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author | Zhang, Melvyn WB Heng, Sandor Song, Guo Fung, Daniel Shuen Sheng Smith, Helen |
author_facet | Zhang, Melvyn WB Heng, Sandor Song, Guo Fung, Daniel Shuen Sheng Smith, Helen |
author_sort | Zhang, Melvyn WB |
collection | PubMed |
description | INTRODUCTION: Advances in experimental psychology has highlighted the need to modify underlying automatic cognitive biases, such as attentional biases. While prior research has documented the effectiveness of cognitive bias modification, such interventions tend to be highly repetitive and individuals lack motivation to train over time. Participatory action research methods have been more widely applied in psychiatry to help design interventions that are of relevant to key stakeholders and end users. This study aimed to involve both healthcare professionals and patients in the joint codesign of a gamified mobile attention bias modification intervention. METHODS AND ANALYSIS: The participatory design research method adopted is that of a use-oriented design approach, in the form of a future workshop. 20 participants, comprising 10 healthcare professionals, 5 inpatients and 5 outpatients will be recruited to participate in three separate codesign workshops. In the first phase of the workshop, the participants share their critique of an attention bias modification intervention. In the second phase of the workshop, participants are asked to brainstorm features. The participants are also shown gamification approaches and are asked to consider if gaming elements could enhance the existing application. In the last phase, the participants are asked to sketch a new prototype. ETHICS AND DISSEMINATION: Ethical approval has been obtained from the National Healthcare Group’s Domain Specific Research Board (approval number 2018/01363). The findings arising from this study will be disseminated by means of conferences and publications. |
format | Online Article Text |
id | pubmed-6797300 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | BMJ Publishing Group |
record_format | MEDLINE/PubMed |
spelling | pubmed-67973002019-10-31 Codesigning a mobile gamified attention bias modification intervention: research protocol Zhang, Melvyn WB Heng, Sandor Song, Guo Fung, Daniel Shuen Sheng Smith, Helen BMJ Open Mental Health INTRODUCTION: Advances in experimental psychology has highlighted the need to modify underlying automatic cognitive biases, such as attentional biases. While prior research has documented the effectiveness of cognitive bias modification, such interventions tend to be highly repetitive and individuals lack motivation to train over time. Participatory action research methods have been more widely applied in psychiatry to help design interventions that are of relevant to key stakeholders and end users. This study aimed to involve both healthcare professionals and patients in the joint codesign of a gamified mobile attention bias modification intervention. METHODS AND ANALYSIS: The participatory design research method adopted is that of a use-oriented design approach, in the form of a future workshop. 20 participants, comprising 10 healthcare professionals, 5 inpatients and 5 outpatients will be recruited to participate in three separate codesign workshops. In the first phase of the workshop, the participants share their critique of an attention bias modification intervention. In the second phase of the workshop, participants are asked to brainstorm features. The participants are also shown gamification approaches and are asked to consider if gaming elements could enhance the existing application. In the last phase, the participants are asked to sketch a new prototype. ETHICS AND DISSEMINATION: Ethical approval has been obtained from the National Healthcare Group’s Domain Specific Research Board (approval number 2018/01363). The findings arising from this study will be disseminated by means of conferences and publications. BMJ Publishing Group 2019-10-16 /pmc/articles/PMC6797300/ /pubmed/31619432 http://dx.doi.org/10.1136/bmjopen-2019-031897 Text en © Author(s) (or their employer(s)) 2019. Re-use permitted under CC BY-NC. No commercial re-use. See rights and permissions. Published by BMJ. This is an open access article distributed in accordance with the Creative Commons Attribution Non Commercial (CC BY-NC 4.0) license, which permits others to distribute, remix, adapt, build upon this work non-commercially, and license their derivative works on different terms, provided the original work is properly cited, appropriate credit is given, any changes made indicated, and the use is non-commercial. See: http://creativecommons.org/licenses/by-nc/4.0/. |
spellingShingle | Mental Health Zhang, Melvyn WB Heng, Sandor Song, Guo Fung, Daniel Shuen Sheng Smith, Helen Codesigning a mobile gamified attention bias modification intervention: research protocol |
title | Codesigning a mobile gamified attention bias modification intervention: research protocol |
title_full | Codesigning a mobile gamified attention bias modification intervention: research protocol |
title_fullStr | Codesigning a mobile gamified attention bias modification intervention: research protocol |
title_full_unstemmed | Codesigning a mobile gamified attention bias modification intervention: research protocol |
title_short | Codesigning a mobile gamified attention bias modification intervention: research protocol |
title_sort | codesigning a mobile gamified attention bias modification intervention: research protocol |
topic | Mental Health |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6797300/ https://www.ncbi.nlm.nih.gov/pubmed/31619432 http://dx.doi.org/10.1136/bmjopen-2019-031897 |
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