首页 正文

JMIR serious games. 2025 Mar 10:13:e56978. doi: 10.2196/56978 Q23.82024

Gamified Adaptive Approach Bias Modification in Individuals With Methamphetamine Use History From Communities in Sichuan: Pilot Randomized Controlled Trial

来自四川社区的有甲基苯丙胺使用史的个体中的游戏化适应方法偏倚修改:初步随机对照试验 翻译改进

Danlin Shen  1, Jianping Jiao  2, Liqun Zhang  3, Yanru Liu  3, Xiang Liu  3, Yuanhui Li  3, Tianjiao Zhang  3, Dai Li  3, Wei Hao  4

作者单位 +展开

作者单位

  • 1 Mental Health Center, West China Hospital, Sichuan University, Chengdu, China.
  • 2 Kunshan Mental Health Center, Kunshan, China.
  • 3 Adai Technology (Beijing) Co Ltd, 2808 Guojichuangzhanzhongxin, Beijing, 100025, China.
  • 4 National Clinical Research Center on Mental Disorders and Mental Health Institute of the Second Xiangya Hospital, Central South University, 139 Renmin Middle Rd, Changsha, 410011, China, 86 139074840867.
  • DOI: 10.2196/56978 PMID: 40063843

    摘要 Ai翻译

    Background: Cognitive bias modification (CBM) programs have shown promise in treating psychiatric conditions, but they can be perceived as boring and repetitive. Incorporating gamified designs and adaptive algorithms in CBM training may address this issue and enhance engagement and effectiveness.

    objectives: This study aims to gather preliminary data and assess the preliminary efficacy of an adaptive approach bias modification (A-ApBM) paradigm in reducing cue-induced craving in individuals with methamphetamine use history.

    Methods: A randomized controlled trial with 3 arms was conducted. Individuals aged 18-60 years with methamphetamine dependence and at least 1 year of methamphetamine use were recruited from 12 community-based rehabilitation centers in Sichuan, China. Individuals with the inability to fluently operate a smartphone and the presence of mental health conditions other than methamphetamine use disorder were excluded. The A-ApBM group engaged in ApBM training using a smartphone app for 4 weeks. The A-ApBM used an adaptive algorithm to dynamically adjust the difficulty level based on individual performance. Cue-induced craving scores and relapses were assessed using a visual analogue scale at baseline, postintervention, and at week-16 follow-up.

    Results: A total of 136 participants were recruited and randomized: 48 were randomized to the A-ApBM group, 48 were randomized to the static approach bias modification (S-ApBM) group, and 40 were randomized to the no-intervention control group. The A-ApBM group showed a significant reduction in cue-induced craving scores at postintervention compared with baseline (Cohen d=0.34; P<.01; 95% CI 0.03-0.54). The reduction remained significant at the week-16 follow-up (Cohen d=0.40; P=.01; 95% CI 0.18-0.57). No significant changes were observed in the S-ApBM and control groups.

    Conclusions: The A-ApBM paradigm with gamified designs and dynamic difficulty adjustments may be an effective intervention for reducing cue-induced craving in individuals with methamphetamine use history. This approach improves engagement and personalization, potentially enhancing the effectiveness of CBM programs. Further research is needed to validate these findings and explore the application of A-ApBM in other psychiatric conditions.

    Keywords: cognitive bias modification; digital therapeutics; effectiveness; engagement; game; gamified design; methamphetamine; pilot RCT; psychiatric; randomized controlled trial; smartphone app; substance use disorder.

    Keywords:Bias Modification; Gamified Adaptive Approach; Methamphetamine Use History

    Copyright © JMIR serious games. 中文内容为AI机器翻译,仅供参考!

    相关内容

    期刊名:Jmir serious games

    缩写:JMIR SERIOUS GAMES

    ISSN:2291-9279

    e-ISSN:

    IF/分区:3.8/Q2

    文章目录 更多期刊信息

    全文链接
    引文链接
    复制
    已复制!
    推荐内容
    Gamified Adaptive Approach Bias Modification in Individuals With Methamphetamine Use History From Communities in Sichuan: Pilot Randomized Controlled Trial