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Gamification improves antidepressant effects of cognitive control training—A pilot trial
OBJECTIVE: Computerised cognitive trainings have been put forward to improve control over negatively biased information processing and associated depressive symptomatology. Yet, disease-related impairments of motivation and endurance, as well as insufficient accessibility hinder use of this promisin...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9635856/ https://www.ncbi.nlm.nih.gov/pubmed/36339520 http://dx.doi.org/10.3389/fdgth.2022.994484 |
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author | Weller, Simone Schroeder, Philipp A. Plewnia, Christian |
author_facet | Weller, Simone Schroeder, Philipp A. Plewnia, Christian |
author_sort | Weller, Simone |
collection | PubMed |
description | OBJECTIVE: Computerised cognitive trainings have been put forward to improve control over negatively biased information processing and associated depressive symptomatology. Yet, disease-related impairments of motivation and endurance, as well as insufficient accessibility hinder use of this promising therapeutic opportunity. Here, we developed an app (de:)press(©)) that utilizes a cognitive control training (paced auditory serial addition task) enriched with gamification and information elements. We compared a six-week training with de:)press(©) to a non-gamified version (active control group). METHODS: Thirty-two depressed participants were included. Each received either de:)press(©) or the non-gamified version and was instructed to train three times per week for two weeks. Afterwards (four weeks) they were free to train at their own discretion. Depression severity was assessed during training and two follow-up sessions. Primary endpoint was defined as difference between groups [change of Montgomery-Åsberg Depression Rating Scale (MADRS)] four weeks after end of training. RESULTS: Depression severity decreased in both groups. At primary endpoint, MADRS scores were significantly lower in the de:)press(©)-group compared to the control group. No differences were observed at three months' follow-up. Intervention usability was consistently rated positively. Participants who had trained with de:)press(©) maintained the recommended training frequency without further prompting. Besides transient fatigue or frustration, no adverse effects were observed. CONCLUSION: This pilot demonstrates that gamification and information elements can substantially increase cognitive control training efficacy in alleviating depressive symptoms. Moreover, it provides first evidence for the feasibility and efficacy of de:)press(©) as an add-on intervention to treat depression. CLINICAL TRIAL REGISTRATION: The study is registered under ClinicalTrials.gov, identifier: NCT04400162. |
format | Online Article Text |
id | pubmed-9635856 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-96358562022-11-05 Gamification improves antidepressant effects of cognitive control training—A pilot trial Weller, Simone Schroeder, Philipp A. Plewnia, Christian Front Digit Health Digital Health OBJECTIVE: Computerised cognitive trainings have been put forward to improve control over negatively biased information processing and associated depressive symptomatology. Yet, disease-related impairments of motivation and endurance, as well as insufficient accessibility hinder use of this promising therapeutic opportunity. Here, we developed an app (de:)press(©)) that utilizes a cognitive control training (paced auditory serial addition task) enriched with gamification and information elements. We compared a six-week training with de:)press(©) to a non-gamified version (active control group). METHODS: Thirty-two depressed participants were included. Each received either de:)press(©) or the non-gamified version and was instructed to train three times per week for two weeks. Afterwards (four weeks) they were free to train at their own discretion. Depression severity was assessed during training and two follow-up sessions. Primary endpoint was defined as difference between groups [change of Montgomery-Åsberg Depression Rating Scale (MADRS)] four weeks after end of training. RESULTS: Depression severity decreased in both groups. At primary endpoint, MADRS scores were significantly lower in the de:)press(©)-group compared to the control group. No differences were observed at three months' follow-up. Intervention usability was consistently rated positively. Participants who had trained with de:)press(©) maintained the recommended training frequency without further prompting. Besides transient fatigue or frustration, no adverse effects were observed. CONCLUSION: This pilot demonstrates that gamification and information elements can substantially increase cognitive control training efficacy in alleviating depressive symptoms. Moreover, it provides first evidence for the feasibility and efficacy of de:)press(©) as an add-on intervention to treat depression. CLINICAL TRIAL REGISTRATION: The study is registered under ClinicalTrials.gov, identifier: NCT04400162. Frontiers Media S.A. 2022-10-21 /pmc/articles/PMC9635856/ /pubmed/36339520 http://dx.doi.org/10.3389/fdgth.2022.994484 Text en © 2022 Weller, Schroeder and Plewnia. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY) (https://creativecommons.org/licenses/by/4.0/) . The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Digital Health Weller, Simone Schroeder, Philipp A. Plewnia, Christian Gamification improves antidepressant effects of cognitive control training—A pilot trial |
title | Gamification improves antidepressant effects of cognitive control training—A pilot trial |
title_full | Gamification improves antidepressant effects of cognitive control training—A pilot trial |
title_fullStr | Gamification improves antidepressant effects of cognitive control training—A pilot trial |
title_full_unstemmed | Gamification improves antidepressant effects of cognitive control training—A pilot trial |
title_short | Gamification improves antidepressant effects of cognitive control training—A pilot trial |
title_sort | gamification improves antidepressant effects of cognitive control training—a pilot trial |
topic | Digital Health |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9635856/ https://www.ncbi.nlm.nih.gov/pubmed/36339520 http://dx.doi.org/10.3389/fdgth.2022.994484 |
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