Improving late life depression and cognitive control through the use of therapeutic video game technology: A proof-of-concept randomized trial.

Improving late life depression and cognitive control through the use of therapeutic video game technology: A proof-of-concept randomized trial.
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通过使用治疗视频游戏技术来改善后期抑郁症和认知控制:概念验证随机试验。

DOI:
10.1002/da.22588
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发表时间:
2017-06
影响因子:
7.4
通讯作者:
Areán PA
Areán PA
中科院分区:
医学1区
文献类型:
--
作者:
Anguera JA;Gunning FM;Areán PA

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已知现有的治疗抑郁症的方法只有适度的效果,缺乏针对性,并且不一致地使用,特别是在老年人中。事实上,认知控制网络受损的老年人往往对大多数现有的抑郁症干预措施反应不佳。使用娱乐软件进行认知控制干预不仅有可能针对与抑郁症相关的潜在脑功能障碍,而且以一种吸引人的方式进行干预,并使治疗方案得到遵守。在这项概念验证试验(Clinicaltrials.gov #: NCT02229188)中,患有晚期抑郁症(LLD)的个体(22岁;60岁以上)被随机分配到问题解决疗法(PST, n = 10)或旨在增强认知控制能力的神经生物学启发的数字平台(项目:EVO™,n = 12)。考虑到情绪障碍和执行功能障碍的重叠功能神经解剖学,我们探讨了针对老年LLD患者的认知控制能力、功能残疾和情绪的干预的影响,以及这些结果与治疗金标准的比较。EVO参与者在治疗4周后表现出与PST参与者相似的情绪和自我报告功能改善。EVO参与者还表现出对工作记忆和注意力以及消极偏见的泛化,这一发现在PST条件下并不明显。接受EVO治疗的患者表现出100%的依从性。这项研究提供了初步的发现,这种针对认知控制缺陷的治疗性视频游戏可能是一种有效的LLD干预。需要进一步的研究来证实这些发现。
Existing treatments for depression are known to have only modest effects, are insufficiently targeted, and are inconsistently utilized, particularly in older adults. Indeed, older adults with impaired cognitive control networks tend to demonstrate poor response to a majority of existing depression interventions. Cognitive control interventions delivered using entertainment software have the potential to not only target the underlying cerebral dysfunction associated with depression, but to do so in a manner that is engaging and engenders adherence to treatment protocol. In this proof-of-concept trial (Clinicaltrials.gov #: NCT02229188), individuals with late life depression (LLD) (22; 60+ years old) were randomized to either problem solving therapy (PST, n = 10) or a neurobiologically inspired digital platform designed to enhance cognitive control faculties (Project: EVO™, n = 12). Given the overlapping functional neuroanatomy of mood disturbances and executive dysfunction, we explored the impact of an intervention targeting cognitive control abilities, functional disability, and mood in older adults suffering from LLD, and how those outcomes compare to a therapeutic gold standard. EVO participants demonstrated similar improvements in mood and self-reported function after 4 weeks of treatment to PST participants. The EVO participants also showed generalization to untrained measures of working memory and attention, as well as negativity bias, a finding not evident in the PST condition. Individuals assigned to EVO demonstrated 100% adherence. This study provides preliminary findings that this therapeutic video game targeting cognitive control deficits may be an efficacious LLD intervention. Future research is needed to confirm these findings.
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