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Transfer and Motivation After Cognitive Control Training for Remitted Depression in Healthy Sample

机译:认知控制训练后的转移和动机,以减轻健康样本中的抑郁症

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Given that cognitive control deficits following remission from depression form a risk factor for recurrence, new interventions aimed at improving cognitive control such as cognitive control training are being developed. Previous studies suggest that motivation and engagement can influence the effectiveness of cognitive training. As such, we developed a gamified cognitive control training procedure. Before validating this tool in a clinical sample, a convenience sample was used to ensure that gamification did not add any unwanted side effects to the cognitive training procedure. This study was pre-registered on the Open Science Framework (osf.io/5yacs). Following a baseline assessment, participants were assigned to one of four training conditions, manipulating training task (cognitive control vs. active control) and gamification level (low vs. high). Having performed 10 sessions, participants were invited for a post-training assessment. The impact of gamification on cognitive transfer, motivation, and emotional transfer was investigated. Our results suggest task-specific cognitive transfer. In line with our hypotheses, gamification level did not affect cognitive transfer while beneficially impacting motivation. Moreover, beneficial effects of gamified cognitive control training were found for self-reported anxiety levels, in the absence of effects on the other clinical outcomes. This study showed that the newly developed gamified cognitive control training procedure yields similar effects as non-gamified cognitive control training. However, the advantage of this newly developed version is that it is more user-friendly, easy-to-use, online, and that its settings maximize user motivation and engagement, potentially enabling a more effective training.
机译:鉴于抑郁症缓解后的认知控制缺陷构成了复发的危险因素,因此正在开发旨在改善认知控制(例如认知控制训练)的新干预措施。先前的研究表明,动机和参与可以影响认知训练的有效性。因此,我们制定了游戏化的认知控制训练程序。在验证临床样本中验证此工具之前,使用便利样本来确保游戏化不会为认知训练程序添加任何不必要的副作用。这项研究已在开放科学框架(OSF.IO/5YACS)上进行了预注册。经过基线评估后,将参与者分配到四个训练条件之一,操纵培训任务(认知控制与主动控制)和游戏化水平(低与高)。进行了10次会议后,邀请参与者进行培训后评估。研究了游戏化对认知转移,动机和情绪转移的影响。我们的结果表明特定于任务的认知转移。与我们的假设一致,游戏化水平并不影响认知转移,同时有益影响动机。此外,在没有对其他临床结果的影响的情况下,发现了游戏化认知控制训练的有益影响。这项研究表明,新开发的游戏认知控制训练程序产生的影响与非造成认知控制训练相似。但是,这个新开发的版本的优点是它更具用户友好,易于使用,在线,并且其设置最大化用户的动力和参与度,从而有可能实现更有效的培训。

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