Evidence map›Paper›PMID 37133923›Full record

ArticleJMIR serious games2023

Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study.

Arka Ghosh, Jagriti Agnihotri, Sradha Bhalotia, Bharat Kumar Sati, Latika Agarwal, Akash A, Swastika Tandon, Komal Meena, Shreyash Raj, Yatin Azad and 2 more

Abstract read
In one paragraph

Article in JMIR serious games, 2023. 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
–field-weighted citation impact
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.

  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

12 authors.

Arka GhoshDepartment of Biological Sciences and Bioengineering, Indian Institute of Technology Kanpur, Kanpur, India.ORCID https://orcid.org/0000-0003-0702-258X
Jagriti AgnihotriDepartment of Biological Sciences and Bioengineering, Indian Institute of Technology Kanpur, Kanpur, India.ORCID https://orcid.org/0000-0002-7527-7392
Sradha BhalotiaDepartment of Biological Sciences and Bioengineering, Indian Institute of Technology Kanpur, Kanpur, India.ORCID https://orcid.org/0009-0005-4506-4133
Bharat Kumar SatiDepartment of Biological Sciences and Bioengineering, Indian Institute of Technology Kanpur, Kanpur, India.ORCID https://orcid.org/0009-0005-2649-8892
Latika AgarwalDepartment of Biological Sciences and Bioengineering, Indian Institute of Technology Kanpur, Kanpur, India.ORCID https://orcid.org/0009-0003-0116-2503
Akash ADepartment of Biological Sciences and Bioengineering, Indian Institute of Technology Kanpur, Kanpur, India.ORCID https://orcid.org/0000-0001-7579-7913
Swastika TandonDepartment of Biological Sciences and Bioengineering, Indian Institute of Technology Kanpur, Kanpur, India.ORCID https://orcid.org/0009-0002-1926-6872
Komal MeenaDepartment of Biological Sciences and Bioengineering, Indian Institute of Technology Kanpur, Kanpur, India.ORCID https://orcid.org/0009-0003-2250-9270
Shreyash RajDepartment of Biological Sciences and Bioengineering, Indian Institute of Technology Kanpur, Kanpur, India.ORCID https://orcid.org/0009-0001-2438-0971
Yatin AzadDepartment of Biological Sciences and Bioengineering, Indian Institute of Technology Kanpur, Kanpur, India.ORCID https://orcid.org/0000-0002-3621-8584
Silky GuptaDepartment of Cognitive Science, Indian Institute of Technology Kanpur, Kanpur, India.ORCID https://orcid.org/0009-0004-1502-5881
Nitin GuptaDepartment of Biological Sciences and Bioengineering, Indian Institute of Technology Kanpur, Kanpur, India.ORCID https://orcid.org/0000-0002-8408-3848

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundDepression is a debilitating mental health disorder, with a large treatment gap. Recent years have seen a surge in digital interventions to bridge this treatment gap. Most of these interventions are based on computerized cognitive behavioral therapy. Despite the efficacy of computerized cognitive behavioral therapy-based interventions, their uptake is low and dropout rates are high. Cognitive bias modification (CBM) paradigms provide a complementary approach to digital interventions for depression. However, interventions based on CBM paradigms have been reported to be repetitive and boring.

objectiveIn this paper, we described the conceptualization, design, and acceptability of serious games based on CBM paradigms and the learned helplessness paradigm.

methodsWe searched the literature for CBM paradigms that were shown to be effective in reducing depressive symptoms. For each of the CBM paradigms, we ideated how to create a game so that the gameplay was engaging while the active therapeutic component remained unchanged.

resultsWe developed 5 serious games based on the CBM paradigms and the learned helplessness paradigm. The games include various core elements of gamification, such as goals, challenges, feedback, rewards, progress, and fun. Overall, the games received positive acceptability ratings from 15 users.

conclusionsThese games may help improve the effectiveness and engagement levels of computerized interventions for depression.

Indexed as

cognitive bias modificationdepressiondigital interventionlearned helplessnessmobile phoneserious games

Identifiers

PMID37133923
PMCPMC10193222

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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.