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用于精神疾病的游戏化认知偏差修正干预措施:综述

Gamified Cognitive Bias Modification Interventions for Psychiatric Disorders: Review.

作者信息

Zhang Melvyn, Ying Jiangbo, Song Guo, Fung Daniel Ss, Smith Helen

机构信息

National Addiction Management Service, Institute of Mental Health, Singapore, Singapore.

Department of Developmental Psychiatry, Institute of Mental Health, Singapore, Singapore.

出版信息

JMIR Ment Health. 2018 Oct 25;5(4):e11640. doi: 10.2196/11640.

Abstract

BACKGROUND

Automatic biases, such as attentional biases and avoidance and interpretative biases, have been purported to be responsible for several psychiatric disorders. Gamification has been considered for cognitive bias modification, mainly to address the core issues of diminishing motivation to train over time, as bias modification intervention tasks tend to be highly repetitive. While a prior review has suggested how gamification strategies could be applied to such tasks, there remains a lack of systematic evaluation of gamified cognitive bias modification interventions in the literature.

OBJECTIVE

The objective of this review is to understand the overall effectiveness of a gamified approach for cognitive bias modification and inform future research that seeks to integrate gamification technologies into existing conventional bias modification interventions.

METHODS

To identify the relevant articles for our review, the following search terminologies were used: ("cognitive bias" OR "attention bias" OR "interpret* bias" OR "approach bias" OR "avoidance bias") AND ("training" OR "modification" OR "practice" OR "therapy") AND ("gamification" OR "game elements" OR "game" OR "gaming" OR "game mechanics"). PubMed, MEDLINE, PsycINFO, and Scopus databases were searched systematically for articles published after 2000. Articles were included if they described a gamified cognitive bias modification task and included participants with underlying psychopathological symptoms. Data were systematically extracted from the identified articles, and a qualitative synthesis was performed.

RESULTS

Four studies evaluated gamified cognitive bias modification interventions. Two studies included participants with anxiety symptoms, one with affective symptoms, and one with alcohol problems. The conventional visual probe task paradigm was used in 3 studies, and the attentional visual search task paradigm was used in the last study. We found gaming elements incorporated to include that of animations, sounds, feedback, and a point-scoring system for response time and difficulty. Of the 4 identified studies, only 2 reported their gamified interventions to be effective.

CONCLUSIONS

Our review is the first to systematically synthesize the evidence for gamified cognitive bias modification interventions. The results arising from our review should be considered in the future design and conceptualization of gamified cognitive bias modification interventions.

INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): RR2-10.2196/10154.

摘要

背景

自动偏差,如注意力偏差、回避偏差和解释偏差,被认为与多种精神疾病有关。游戏化已被考虑用于认知偏差修正,主要是为了解决随着时间推移训练动机减弱的核心问题,因为偏差修正干预任务往往高度重复。虽然先前的一篇综述提出了游戏化策略如何应用于此类任务,但文献中仍缺乏对游戏化认知偏差修正干预的系统评价。

目的

本综述的目的是了解游戏化方法对认知偏差修正的总体效果,并为未来旨在将游戏化技术整合到现有传统偏差修正干预中的研究提供信息。

方法

为了确定我们综述的相关文章,使用了以下搜索术语:(“认知偏差”或“注意力偏差”或“解释*偏差”或“趋近偏差”或“回避偏差”)以及(“训练”或“修正”或“练习”或“治疗”)以及(“游戏化”或“游戏元素”或“游戏”或“游戏玩法”或“游戏机制”)。对PubMed、MEDLINE、PsycINFO和Scopus数据库进行系统搜索,以查找2000年后发表的文章。如果文章描述了游戏化认知偏差修正任务并纳入了有潜在精神病理症状的参与者,则将其纳入。从已识别的文章中系统提取数据,并进行定性综合分析。

结果

四项研究评估了游戏化认知偏差修正干预。两项研究纳入了有焦虑症状的参与者,一项纳入了有情感症状的参与者,一项纳入了有酒精问题的参与者。三项研究使用了传统的视觉探测任务范式,最后一项研究使用了注意力视觉搜索任务范式。我们发现纳入的游戏元素包括动画、声音、反馈以及针对反应时间和难度的计分系统。在四项已识别的研究中,只有两项报告其游戏化干预有效。

结论

我们的综述首次系统地综合了游戏化认知偏差修正干预的证据。在未来游戏化认知偏差修正干预的设计和概念化中应考虑我们综述的结果。

国际注册报告识别号(IRRID):RR2-10.2196/10154。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5c14/6229516/b5130f65c720/mental_v5i4e11640_fig1.jpg

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