A Computerized Intervention Targeting Cognitive Control Network Deficits in Depression
A Computerized Intervention Targeting Cognitive Control Network Deficits in Depression
批准号:
10005461
负责人:
JOAQUIN A ANGUERA
金额:
$64.16万
依托单位:
依托单位国家:
美国
项目类别:
财政年份:
2016
资助国家:
美国
项目状态:
已结题
起止时间:
2016-09-19 至 2022-08-31
关键词:
3-DimensionalAdherenceAdultAftercareAlgorithmsAnisotropyAnteriorAntidepressive AgentsAttentionBehaviorBehavioralCaringClinicalCognitiveCognitive remediationControl GroupsDataDepressed moodDevelopmentDiseaseDisease remissionDorsalElderlyExpectancyFunctional Magnetic Resonance ImagingFundingGoalsHamilton Rating Scale for DepressionHome environmentIndividualInterventionMajor Depressive DisorderMeasuresMechanicsMedicalMental DepressionMethodsMiddle frontal gyrus structureMoodsNatureNegative ValenceNeurosciencesOutcomeOutcome MeasureParticipantPatient Self-ReportPeer ReviewPerformancePhasePilot ProjectsPredispositionProtocols documentationPsychotherapyRandomized Clinical TrialsResearch DesignResearch Domain CriteriaResearch MethodologySamplingShort-Term MemorySignal TransductionSiteSpecific qualifier valueStimulusSymptomsSystemTask PerformancesTestingThinkingTrainingTreatment EfficacyVideo GamesWorld Health Organization Disability Assessment Schedulebasecingulate cortexclinical efficacycognitive controlcognitive functioncognitive trainingcomputerizeddepressed patientdepressive symptomsdisabilityemotion regulationevidence baseexperiencefunctional improvementgeriatric depressionimprovedimproved functioninginterestmiddle agemood symptomproblem solving therapyrandomized trialrecruitresponsesustained attentiontherapy designtooltraittreatment adherencewhite matter
中文摘要
项目:EVO(或“EVO”)是一个移动3D视频游戏,已被证明可以降低老年人的易感性
英文摘要
Project: EVO (or “EVO”) is a mobile 3D video game that has been shown to reduce older adults' susceptibility
to interference by augmenting sustained attention and working memory abilities (e.g. cognitive control) through
targeted adaptive algorithms. The combination of peer-reviewed validity, adaptivity, and fun video game
mechanics elevates the EVO platform beyond other at-home training tools while reducing burden associated
with tedious task replication. We propose to study EVO as a potential intervention for the treatment of
depression, a disorder that worsens medical outcomes, promotes disability, increases expense, and
complicates medical care by clouding the clinical picture and undermining treatment adherence.
R61 Phase: We will first conduct a 2-year proof of concept study to determine if EVO can engage the cognitive
control network (CCN) in 30 middle-aged and older adults with major depression. Primary aims for this phase
of the proposed project are to determine if EVO will result in greater CCN engagement using three levels of
analysis (circuitry, performance, self-report). At the circuitry level, we will measure CCN engagement by
probing the system using task-based fMRI. We hypothesize that activation and functional connectivity (FC) of
anterior aspects of the CCN will increase from baseline to 4-weeks after treatment initiation. Our decision to
move to the next phase of the planned study is that 66% of our sample will show significant increases in CCN
functions at the circuitry level of analysis (CCN activation and FC) and at either the performance level or self-
report level of analysis.
R33 Phase: Should our proof of concept phase pass the Go/No-go rule, we will then conduct a 3-year pilot
study to compare EVO to an expectancy-matched control game in terms of CCN target engagement at the
circuitry (task-based fMRI) and behavioral levels (task performance, self-report) in 60 middle-aged and older
adults with major depression. In addition, we well determine if changes in target engagement are associated
with changes in mood and mood-induced disability. The decision to move onto development of a proposal to
study the clinical efficacy of EVO in a larger randomized clinical trial will be based on whether we find (1) that
EVO out-performs our control condition in terms of the engagement of CCN at the circuitry and behavioral
levels (2) significant associations between changes in engagement of the CCN and changes in mood and (3)
that the study methods are feasible to complete (sampling rate, retention, intervention adherence, intervention
acceptability and expectancy-match for our control condition).
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会议论文
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海外基金