Evidence map›Paper›PMID 36066923›Full record

ArticleJMIR formative research2022

The Use of Smartphone Serious Gaming Apps in the Treatment of Substance Use Disorders: Observational Study on Feasibility and Acceptability.

Thelma Schilt, Elvira Sharine Ruijter, Nikky Godeschalk, Marit van Haaster, Anna E Goudriaan

Open access · goldAbstract read
In one paragraph

Article in JMIR formative research, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
0.2field-weighted citation impact, top 43% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

2 citing papers in PubMed, 2 citations in OpenAlex.

  1. Article
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors at 1 institution in 1 country.

Thelma SchiltJellinek, Amsterdam Institute for Addiction Research, Arkin Mental Health Care, Amsterdam, Netherlands.ORCID https://orcid.org/0000-0002-1277-7613
Elvira Sharine RuijterJellinek, Amsterdam Institute for Addiction Research, Arkin Mental Health Care, Amsterdam, Netherlands.ORCID https://orcid.org/0000-0003-1013-8655
Nikky GodeschalkJellinek, Amsterdam Institute for Addiction Research, Arkin Mental Health Care, Amsterdam, Netherlands.ORCID https://orcid.org/0000-0002-2961-3658
Marit van HaasterJellinek, Amsterdam Institute for Addiction Research, Arkin Mental Health Care, Amsterdam, Netherlands.ORCID https://orcid.org/0000-0002-8027-4153
Anna E GoudriaanJellinek, Amsterdam Institute for Addiction Research, Arkin Mental Health Care, Amsterdam, Netherlands.ORCID https://orcid.org/0000-0001-8670-9384
Amsterdam Institute for Addiction Research · NL

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundAddiction is a worldwide problem with major health complications. Despite intensive treatment, relapse rates remain high. The prevalence of cognitive impairment is high in patients with substance use disorders (SUDs) and is associated with treatment dropout and relapse. Evidence indicates that cognitive function training in persons with SUDs may support treatment. Therefore, the use of web-based tools to test and train cognitive functions is of increasing interest.

objectiveThe goal of this study was to determine the feasibility and acceptability of a serious gaming smartphone app to test and train cognitive functions in addition to the treatment of SUDs.

methodsA prospective observational study was conducted with 229 patients seeking addiction treatment. The patients were offered 2 smartphone apps in addition to regular care: MyCognition Quotient (MyCQ) assessed cognitive functions and AquaSnap trained these functions. The feasibility was determined based on acceptance rates. The acceptability of the smartphone apps was qualitatively analyzed based on the answers to a questionnaire. Patient characteristics were compared between patients who played and did not play smartphone games. Explorative correlation analyses were performed between the playing time and cognitive assessment scores.

resultsOf the 229 patients who were offered the apps, 110 completed the MyCQ assessment, and 59 started playing AquaSnap, yielding acceptance rates of 48.0% and 25.8%, respectively. The group that completed the MyCQ assessment was significantly more educated than the group that did not download the apps (χ

conclusionsOur study showed that the use of a smartphone app for cognitive assessment in patients with SUDs who are interested and highly educated is feasible and acceptable for the subgroup that was asked to fill out a perception questionnaire. However, the use of a smartphone app for cognitive training was less feasible for this group of patients. Improvement of the training application and enhancement of the motivation of clients are needed. Despite these limitations, the present results provide support for future research investigating the use of smartphone apps for cognitive assessment and training in relation to the treatment of SUDs.

Indexed as

addiction carecognitive assessmentcognitive trainingdigital applicationshealth applicationsmental healthmobile healthmobile phoneneurocognitionsmartphone

Identifiers

PMID36066923
PMCPMC9490544
OpenAlexW4294762695

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.