A Randomized Controlled Trial to Test the Effectiveness of an Immersive 3D Video Game for Anxiety Prevention among Adolescents.

A Randomized Controlled Trial to Test the Effectiveness of an Immersive 3D Video Game for Anxiety Prevention among Adolescents.
复制标题

DOI:
10.1371/journal.pone.0147763
复制
发表时间:
2016
期刊:
影响因子:
3.7
通讯作者:
Granic I
Granic I
中科院分区:
综合性期刊3区
文献类型:
--
作者:
Scholten H;Malmberg M;Lobel A;Engels RC;Granic I

文献摘要

被引文献

相似文献

青少年焦虑是最常见的青少年心理健康问题,并导致大量的长期问题。进行了一项随机对照试验(n = 138),以测试生物反馈视频游戏(Dojo)对焦虑水平升高的青少年的有效性。青少年(11-15岁)被随机分配玩Dojo或控制游戏(雷曼2:大逃亡)。对5所高中的1,347名青少年进行了焦虑的初步筛查;只有在斯宾塞儿童焦虑调查中得分高于“风险”截止值的青少年才有资格。青少年的焦虑水平进行了评估,在前测试,后测试,并在三个月的后续行动,以检查在何种程度上发挥道场降低青少年的焦虑。目前的研究显示,在随访时,两种情况下的焦虑症状都有相同的改善,Dojo和密切匹配的对照游戏条件之间没有差异。潜在增长曲线模型确实显示,与对照组相比,Dojo条件下的个性化焦虑症状(而不是总焦虑症状)下降幅度更大。适度分析没有显示男孩和女孩之间的结果有任何差异,年龄也没有区分结果。目前的研究结果对预防科学具有重要意义,因为这是第一个全面的随机对照试验,测试了旨在减少焦虑的视频游戏的预防效果。未来的研究应仔细考虑控制条件和结果测量的选择,解决参与者的期望的潜在高影响,并考虑关键的设计问题,如个人与群体为基础的干预和污染问题。
Adolescent anxiety is debilitating, the most frequently diagnosed adolescent mental health problem, and leads to substantial long-term problems. A randomized controlled trial (n = 138) was conducted to test the effectiveness of a biofeedback video game (Dojo) for adolescents with elevated levels of anxiety. Adolescents (11–15 years old) were randomly assigned to play Dojo or a control game (Rayman 2: The Great Escape). Initial screening for anxiety was done on 1,347 adolescents in five high schools; only adolescents who scored above the “at-risk” cut-off on the Spence Children Anxiety Survey were eligible. Adolescents’ anxiety levels were assessed at pre-test, post-test, and at three month follow-up to examine the extent to which playing Dojo decreased adolescents’ anxiety. The present study revealed equal improvements in anxiety symptoms in both conditions at follow-up and no differences between Dojo and the closely matched control game condition. Latent growth curve models did reveal a steeper decrease of personalized anxiety symptoms (not of total anxiety symptoms) in the Dojo condition compared to the control condition. Moderation analyses did not show any differences in outcomes between boys and girls nor did age differentiate outcomes. The present results are of importance for prevention science, as this was the first full-scale randomized controlled trial testing indicated prevention effects of a video game aimed at reducing anxiety. Future research should carefully consider the choice of control condition and outcome measurements, address the potentially high impact of participants’ expectations, and take critical design issues into consideration, such as individual- versus group-based intervention and contamination issues.