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Mental Health on the Go: Effects of a Gamified Attention Bias Modification Mobile Application in Trait Anxious Adults

机译:随时随地的心理健康:游戏化的注意力偏倚修正移动应用程序对特质焦虑成年人的影响

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摘要

Interest in the use of mobile technology to deliver mental health services has grown in light of the economic and practical barriers to treatment. Yet, research on alternative delivery strategies that are more affordable, accessible, and engaging is in its infancy. Attention bias modification training (ABMT), has potential to reduce treatment barriers as a mobile intervention for stress and anxiety, but the degree to which ABMT can be embedded in a mobile gaming format and its potential for transfer of benefits is unknown. The present study examined effects of a gamified ABMT mobile application in highly trait anxious participants (N = 78). A single session of the active compared to placebo training reduced subjective anxiety and observed stress reactivity. Critically, the long (45 minutes) but not short (25 minutes) active training condition reduced the core cognitive process implicated in ABMT (threat bias) as measured by an untrained, gold-standard protocol.
机译:鉴于治疗的经济和实际障碍,对使用移动技术提供心理健康服务的兴趣已经增长。但是,对更便宜,更容易获得和参与的替代交付策略的研究还处于起步阶段。注意偏向修正训练(ABMT)有潜力减少压力障碍和焦虑症的移动干预的治疗障碍,但是ABMT可以嵌入移动游戏格式的程度及其带来的利益转移潜力尚不清楚。本研究检查了游戏化的ABMT移动应用程序对特质焦虑症参与者的影响(N = 78)。与安慰剂训练相比,一次活动可以减少主观焦虑并观察到应激反应。至关重要的是,长时间(45分钟)而不是短时间(25分钟)的主动训练条件可以减少由未经培训的金标准规程衡量的与ABMT(威胁偏见)有关的核心认知过程。

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