成人慢性疼痛的游戏化网络注意力偏差矫正训练:随机、双盲、安慰剂对照试验。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2025-01-16 DOI:10.2196/50635
Julie F Vermeir, Melanie J White, Daniel Johnson, Geert Crombez, Dimitri M L Van Ryckeghem
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引用次数: 0

摘要

背景:对疼痛相关信息的注意偏倚与疼痛的慢性性有关。迄今为止,对慢性疼痛患者的注意偏差修正训练(ABMT)程序的研究发现了不同程度的成功,这可能是因为训练范式通常是重复和单调的,这可能会对参与和坚持产生负面影响。通过ABMT的游戏化(游戏邦注:即使用游戏元素)提高用户粘性可能会为克服这些障碍提供机会。然而,应用于慢性疼痛领域的ABMT研究尚未纳入游戏化元素。目的:本研究旨在通过一项随机、双盲、安慰剂对照试验,调查游戏化网络提供的ABMT干预对慢性疼痛成人样本的影响。方法:从临床(医院门诊等候名单)和非临床(更广泛的社区)环境中招募了129名患有慢性肌肉骨骼疼痛的成年人,纳入了这项随机、双盲、安慰剂对照的三组试验。参与者被随机分配完成6个基于网络的非磺化标准ABMT (n=43)、游戏化ABMT (n=41)或对照条件(非磺化假ABMT;N =45),持续3周。主动ABMT条件训练注意力远离疼痛相关的词语。游戏化任务包含5个游戏元素的组合。在培训前、培训中、培训后和1个月随访时评估参与者的结果。主要结局包括自我报告和行为参与、疼痛强度和疼痛干扰。次要结果包括焦虑、抑郁、认知偏差和感知改善。结果:线性混合模型分析的结果表明,在所有条件下,在第1和第2阶段之间,自我报告的任务相关参与度总体上有小到中等程度的下降(p < 0.05)。结论:这些发现表明,在这种情况下,游戏化并不能有效地提高参与程度,也不支持在临床广泛使用网络传输的ABMT治疗慢性肌肉骨骼疼痛患者。讨论了这些发现的意义,并提出了未来的研究方向。试验注册:澳大利亚新西兰临床试验注册中心(ANZCTR) ACTRN12620000803998;https://anzctr.org.au/ACTRN12620000803998.aspx.International注册报告标识符(irrid): RR2-10.2196/32359。
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Gamified Web-Delivered Attentional Bias Modification Training for Adults With Chronic Pain: Randomized, Double-Blind, Placebo-Controlled Trial.

Background: Attentional bias to pain-related information has been implicated in pain chronicity. To date, research investigating attentional bias modification training (ABMT) procedures in people with chronic pain has found variable success, perhaps because training paradigms are typically repetitive and monotonous, which could negatively affect engagement and adherence. Increasing engagement through the gamification (ie, the use of game elements) of ABMT may provide the opportunity to overcome some of these barriers. However, ABMT studies applied to the chronic pain field have not yet incorporated gamification elements.

Objective: This study aimed to investigate the effects of a gamified web-delivered ABMT intervention in a sample of adults with chronic pain via a randomized, double-blind, placebo-controlled trial.

Methods: A final sample of 129 adults with chronic musculoskeletal pain, recruited from clinical (hospital outpatient waiting list) and nonclinical (wider community) settings, were included in this randomized, double-blind, placebo-controlled, 3-arm trial. Participants were randomly assigned to complete 6 web-based sessions of nongamified standard ABMT (n=43), gamified ABMT (n=41), or a control condition (nongamified sham ABMT; n=45) over a period of 3 weeks. Active ABMT conditions trained attention away from pain-related words. The gamified task included a combination of 5 game elements. Participant outcomes were assessed before training, during training, immediately after training, and at 1-month follow-up. Primary outcomes included self-reported and behavioral engagement, pain intensity, and pain interference. Secondary outcomes included anxiety, depression, cognitive biases, and perceived improvement.

Results: Results of the linear mixed model analyses suggest that across all conditions, there was an overall small to medium decline in self-reported task-related engagement between sessions 1 and 2 (P<.001; Cohen d=0.257; 95% CI 0.13-0.39), sessions 1 and 3 (P<.001; Cohen d=0.368; 95% CI 0.23-0.50), sessions 1 and 4 (P<.001; Cohen d=0.473; 95% CI 0.34-0.61), sessions 1 and 5 (P<.001; Cohen d=0.488; 95% CI 0.35-0.63), and sessions 1 and 6 (P<.001; Cohen d=0.596; 95% CI 0.46-0.73). There was also an overall small decrease in depressive symptoms from baseline to posttraining assessment (P=.007; Cohen d=0.180; 95% CI 0.05-0.31) and in pain intensity (P=.008; Cohen d=0.180; 95% CI 0.05-0.31) and pain interference (P<.001; Cohen d=0.237; 95% CI 0.10-0.37) from baseline to follow-up assessment. However, no differential effects were observed over time between the 3 conditions on measures of engagement, pain intensity, pain interference, attentional bias, anxiety, depression, interpretation bias, or perceived improvement (all P values>.05).

Conclusions: These findings suggest that gamification, in this context, was not effective at enhancing engagement, and they do not support the widespread clinical use of web-delivered ABMT in treating individuals with chronic musculoskeletal pain. The implications of these findings are discussed, and future directions for research are suggested.

Trial registration: Australian New Zealand Clinical Trials Registry (ANZCTR) ACTRN12620000803998; https://anzctr.org.au/ACTRN12620000803998.aspx.

International registered report identifier (irrid): RR2-10.2196/32359.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
期刊最新文献
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