دورية أكاديمية

Co-designing a Mobile Gamified Attention Bias Modification Intervention for Substance Use Disorders: Participatory Research Study.

التفاصيل البيبلوغرافية
العنوان: Co-designing a Mobile Gamified Attention Bias Modification Intervention for Substance Use Disorders: Participatory Research Study.
المؤلفون: Zhang M; National Addictions Management Service, Institute of Mental Health, Singapore, Singapore., Heng S; National Addictions Management Service, Institute of Mental Health, Singapore, Singapore., Song G; National Addictions Management Service, Institute of Mental Health, Singapore, Singapore., Fung DS; Department of Developmental Psychiatry, Institute of Mental Health, Singapore, Singapore., Smith HE; Family Medicine and Primary Care, Lee Kong Chian School of Medicine, Nanyang Technological University, Singapore, Singapore.
المصدر: JMIR mHealth and uHealth [JMIR Mhealth Uhealth] 2019 Oct 03; Vol. 7 (10), pp. e15871. Date of Electronic Publication: 2019 Oct 03.
نوع المنشور: Journal Article; Research Support, Non-U.S. Gov't
اللغة: English
بيانات الدورية: Publisher: JMIR Publications Inc Country of Publication: Canada NLM ID: 101624439 Publication Model: Electronic Cited Medium: Internet ISSN: 2291-5222 (Electronic) Linking ISSN: 22915222 NLM ISO Abbreviation: JMIR Mhealth Uhealth Subsets: MEDLINE
أسماء مطبوعة: Original Publication: Toronto: JMIR Publications Inc., [2013]-
مواضيع طبية MeSH: Attentional Bias* , Health Behavior*, Behavior Therapy/*instrumentation , Substance-Related Disorders/*psychology , Video Games/*standards, Behavior Therapy/methods ; Behavior Therapy/standards ; Community-Based Participatory Research ; Humans ; Mobile Applications/standards ; Mobile Applications/statistics & numerical data ; Motivation ; Video Games/psychology ; Video Games/statistics & numerical data
مستخلص: Background: Advances in experimental psychology have highlighted the need to modify underlying automatic cognitive biases, such as attentional biases. The effectiveness of bias modification has been well studied for substance use disorders. With recent advances in technology, it is now possible to work outside the laboratory with Web-based and mobile-based attention bias interventions. Gamification technologies might also help diminish the repetitiveness of the task and increase the intrinsic motivation to train. The inconsistent findings of the impact of gaming on the effectiveness of mobile interventions call for further work to better understand the needs of patients (users) and health care professionals.
Objective: The aim of this study was to involve patients, together with health care professionals, in the design of a gamified mobile attention bias modification intervention for substance use disorders.
Methods: The participatory design research method adopted is that of a user-oriented design approach in the form of a future workshop. In the first phase of the workshop, participants shared their critique of an attention bias modification intervention. In the second phase of the workshop, participants were asked to brainstorm features. Participants were also shown gamification approaches and asked to consider if gaming elements could enhance the existing app. In the last phase, participants were asked to sketch a new prototype.
Results: Three co-design workshops were conducted with health care professionals, inpatients, and outpatients. There were 20 participants, consisting of 10 health care professionals and 10 patients. When asked to identify the limitations in the existing app, common issues identified were those of the design, visual probe task, and the included images. Outpatients were also concerned with the safety of administration of the intervention. In the brainstorming sessions, health care professionals made recommendations as to how the stimulus, the mechanism of responding, and the presentation of the scores could be enhanced. Inpatient participants recommended the addition of functionalities, such as information on the harms associated with the substance use, and for there to be enhancements in the design, images, and task. Outpatient participants perceived a need to improve the images and presentation of the results and recommended the inclusion of gaming features. There were differences in opinion on the inclusion of gaming features, as only health care professionals endorsed their inclusion. In the last phase of the workshop, participants were tasked with the conceptualization of prototypes, and the commonality in the design was for a gradual shortening of the interval for stimulus/image presentation.
Conclusions: The results from this research will guide the development of an app that meets the specific needs of patients and is still based on a pre-existing validated task paradigm.  .
(©Melvyn Wb Zhang, Sandor Heng, Guo Song, Daniel SS Fung, Helen E Smith. Originally published in JMIR Mhealth and Uhealth (http://mhealth.jmir.org), 03.10.2019.)
References: J Dermatol. 2009 Jan;36(1):22-9. (PMID: 19207433)
Drug Alcohol Depend. 2006 Oct 15;85(1):75-82. (PMID: 16701963)
JMIR Mhealth Uhealth. 2019 Sep 12;7(9):e15465. (PMID: 31586359)
JMIR Res Protoc. 2018 Jun 12;7(6):e153. (PMID: 29895513)
JMIR Ment Health. 2018 Oct 25;5(4):e11640. (PMID: 30361194)
JMIR Serious Games. 2017 Jun 07;5(2):e13. (PMID: 28592397)
Psychol Res. 2019 Mar;83(2):308-320. (PMID: 29159699)
Behav Cogn Neurosci Rev. 2004 Dec;3(4):243-60. (PMID: 15812109)
Addiction. 2011 Oct;106(10):1810-8. (PMID: 21615582)
CNS Spectr. 2014 Jun;19(3):225-30. (PMID: 23663386)
Technol Health Care. 2018;26(6):933-944. (PMID: 30040771)
Drug Alcohol Depend. 2010 Jun 1;109(1-3):220-5. (PMID: 20172662)
Psychopharmacology (Berl). 2010 Jun;210(3):365-75. (PMID: 20352412)
Psychol Addict Behav. 2018 Dec;32(8):922-932. (PMID: 30475013)
Psychol Addict Behav. 2016 Aug;30(5):601-606. (PMID: 27031089)
JMIR Serious Games. 2016 Dec 06;4(2):e20. (PMID: 27923780)
Am J Drug Alcohol Abuse. 2009;35(3):199-202. (PMID: 19462305)
Drug Alcohol Depend. 2004 Apr 9;74(1):105-11. (PMID: 15072814)
Annu Rev Clin Psychol. 2010;6:551-75. (PMID: 20192786)
Int J Environ Res Public Health. 2019 Mar 06;16(5):. (PMID: 30845752)
Drug Alcohol Depend. 2014 Nov 1;144:283-7. (PMID: 25282309)
JMIR Res Protoc. 2018 Oct 16;7(10):e10154. (PMID: 30327292)
J Affect Disord. 2017 Dec 1;223:175-183. (PMID: 28759865)
Int J Environ Res Public Health. 2018 Apr 04;15(4):. (PMID: 29617325)
Addict Behav. 2015 Jul;46:100-5. (PMID: 25838001)
JMIR Mhealth Uhealth. 2018 May 24;6(5):e10034. (PMID: 29793899)
Psychother Res. 2009 Jul;19(4-5):558-65. (PMID: 19235093)
Biol Psychol. 2015 Feb;105:124-9. (PMID: 25603284)
Drug Alcohol Depend. 2012 Aug 1;124(3):189-90. (PMID: 22386685)
Subst Abuse Treat Prev Policy. 2019 May 17;14(1):21. (PMID: 31101059)
BMC Public Health. 2005 Jul 14;5:75. (PMID: 16018798)
Dev Cogn Neurosci. 2013 Apr;4:38-51. (PMID: 23218805)
Front Psychiatry. 2016 Mar 17;7:40. (PMID: 27014103)
Transl Behav Med. 2017 Jun;7(2):292-299. (PMID: 28527027)
PLoS One. 2016 Sep 09;11(9):e0162226. (PMID: 27611692)
Drug Alcohol Depend. 2008 Sep 1;97(1-2):1-20. (PMID: 18479844)
J Behav Med. 2013 Dec;36(6):611-20. (PMID: 22968666)
Compr Psychiatry. 2014 Jan;55(1):113-22. (PMID: 24138957)
Alcohol Clin Exp Res. 2016 Sep;40(9):2011-9. (PMID: 27488392)
Psychopharmacology (Berl). 2004 Oct;176(1):88-93. (PMID: 15071718)
فهرسة مساهمة: Keywords: apps; attention bias; cognitive bias; gamification; mobile intervention; participatory design research; psychiatry
تواريخ الأحداث: Date Created: 20191005 Date Completed: 20200824 Latest Revision: 20200824
رمز التحديث: 20231215
مُعرف محوري في PubMed: PMC6797967
DOI: 10.2196/15871
PMID: 31584003
قاعدة البيانات: MEDLINE
الوصف
تدمد:2291-5222
DOI:10.2196/15871