首页> 外文期刊>Prevention science: the official journal of the Society for Prevention Research >Preventing Childhood Anxiety Disorders: Is an Applied Game as Effective as a Cognitive Behavioral Therapy-Based Program?
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Preventing Childhood Anxiety Disorders: Is an Applied Game as Effective as a Cognitive Behavioral Therapy-Based Program?

机译:防止儿童焦虑症:是一种应用游戏,作为基于认知行为治疗的程序有效吗?

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A large proportion of children experience subclinical levels of anxiety and cognitive-behavioral therapy (CBT) aimed at preventing anxiety disorders is moderately effective. However, most at-risk children do not seek help or drop out of programs prematurely because of stigma, lack of motivation, and accessibility barriers. Applied games have received increased attention as viable alternatives and have shown promising results, but direct comparisons between applied games and the gold-standard CBT are lacking. Our aim was to investigate whether the applied game MindLight is as effective as CBT (i.e., Coping Cat) within an indicated prevention context. We conducted a randomized controlled non-inferiority trial with a sample of 174 children (7- to 12-year olds) with elevated levels of anxiety, comparing MindLight to CBT. Anxiety was assessed with self- and parent-reports at pre- and post-program, and at 3- and 6-month follow-ups. Intention-to-treat and completers-only confidence interval approach and latent growth curve modeling showed an overall significant quadratic decrease in child- and parent-reported anxiety symptoms over time and, as predicted, the magnitude of improvement was the same for MindLight and CBT. The within-group effect sizes were small to medium at post-test (- 0.32 to - 0.63), and medium to large (- 0.60 to - 1.07) at 3- and 6-month follow-ups. Furthermore, MindLight and CBT were rated equally anxiety inducing, difficult, and appealing; CBT was rated as more relevant to daily life than MindLight. The current study adds to the growing research on applied games for mental health and shows that these games hold potential as alternative delivery models for evidence-based therapeutic techniques.
机译:大部分儿童经历了患有预防焦虑症的焦虑和认知行为治疗(CBT)的亚临床水平是适度有效的。然而,由于耻辱,缺乏动机和可访问性障碍,大多数风险的儿童都没有过早地寻求帮助或辍学。应用游戏已收到可行替代品的关注,并显示了有希望的结果,但缺乏应用游戏与金标准的直接比较。我们的目的是调查所应用的游戏心态是否在指定的预防背景下作为CBT(即,应对猫)有效。我们用174名儿童(7至12岁)的样本进行了一项随机对照的非劣效试验,焦虑水平升高,比较了Mindlight对CBT。在预期和后期报告的自我报告中评估了焦虑,并在3个和6个月的随访中进行了评估。意图治疗和完善的置信区间方法和潜在的生长曲线建模在随着时间的推移和预测的情况下,儿童和父母报告的焦虑症状的总体显着大规模降低以及预测的程度与Mindlight和CBT的改善程度相同。在第3个和6个月的后续行动后,组内效果大小较小至中等至后测试( - 0.32至-0.63),中等至大于大于( - 0.60至-1.07)。此外,Mindlight和CBT被评为令人焦虑,困难和吸引力; CBT被评为与日常生活更相关的评级。目前的研究增加了对心理健康的应用游戏的日益增长的研究,并表明这些游戏将潜力持有基于循证治疗技术的替代交付模式。

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