Evidence map›Paper›PMID 39725004›Full record

ArticleContemporary clinical trials2025

Efficacy of traditional and gamified attention bias modification for depression: Study protocol for a randomized controlled trial.

Beatrice Fadrigon, Ariel Tseng, Rachel L Weisenburger, Andrew Levihn-Coon, Mary E McNamara, Jason Shumake, Jasper A J Smits, Tracy A Dennis-Tiwary, Christopher G Beevers

Registry-linked trialAbstract readClinical Trial Protocol
In one paragraph

Article in Contemporary clinical trials, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT06361095 (Confirmatory Efficacy Trial of a Traditional vs. Gamified Attention Bias Modification for Depression), which is not on this map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing 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.

NCT06361095 early_phase1recruitingnot on this map

Confirmatory Efficacy Trial of a Traditional vs. Gamified Attention Bias Modification for Depression

TypeinterventionalSponsorUniversity of Texas at AustinRan2024 to 2028Enrolled600ConditionsDepressionArmsTraditional Attention Bias Modification, Gamified Attention Bias Modification, Sham Attention Bias Modification
3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

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

9 authors.

Beatrice FadrigonDepartment of Psychology and Institute for Mental Health Research, The University of Texas at Austin, USA.
Ariel TsengDepartment of Psychology and Institute for Mental Health Research, The University of Texas at Austin, USA.
Rachel L WeisenburgerDepartment of Psychology and Institute for Mental Health Research, The University of Texas at Austin, USA.
Andrew Levihn-CoonDepartment of Psychology and Institute for Mental Health Research, The University of Texas at Austin, USA.
Mary E McNamaraDepartment of Psychology and Institute for Mental Health Research, The University of Texas at Austin, USA.
Jason ShumakeDepartment of Psychology and Institute for Mental Health Research, The University of Texas at Austin, USA.
Jasper A J SmitsDepartment of Psychology and Institute for Mental Health Research, The University of Texas at Austin, USA.
Tracy A Dennis-TiwaryDepartment of Psychology, Hunter College, The City University of New York, USA.
Christopher G BeeversDepartment of Psychology and Institute for Mental Health Research, The University of Texas at Austin, USA. Electronic address: beevers@utexas.edu.

Funding

Confirmatory Efficacy Trial of a Traditional vs. Gamified Attention Bias Modification for DepressionR01MH131750 · NIMH · UNIVERSITY OF TEXAS AT AUSTIN · PI CHRISTOPHER G BEEVERS, Jasper Smits · 2023 to 2026
$2.6M
NIMH NIH HHS R01 MH131750
6 · The paper itself

Abstract

Cognitive models posit that negatively biased attention toward dysphoric information has a causal role in the maintenance of depression-related psychopathology. Attention bias modification (ABM) tests this idea by altering an attentional bias and examining subsequent effects on depression. Prior work finds that ABM alters negatively biased attention for dysphoric information and reduces depression; however, a number of studies have failed to show these effects. Other research suggests that adding game-like elements (i.e.game play, achievements, levels, challenges, and points) to cognitive training can enhance participant engagement. No prior work has examined the efficacy of gamified ABM for depression. The goal of this study is to conduct a large (N = 600) efficacy trial comparing gamified, mobile ABM and traditional, web-based ABM to traditional, web-based sham ABM among adults with elevated symptoms of depression. Participants in all conditions are asked to complete 16 ABM sessions across a four week period (i.e., 4 training sessions per week). We hypothesize that gamified and traditional ABM will lead to significantly greater reductions in self-reported and interviewer-rated depression symptoms than traditional sham ABM. We further hypothesize that gamified ABM will be non-inferior to traditional ABM. Our third hypothesis is that people with a strong attentional bias will experience greater reductions in depression in response to either gamified or traditional ABM compared to sham ABM. Secondary analyses will examine putative mediators of ABM. Finally, we will estimate the durability of ABM by collecting post-treatment symptom data 2-, 3-, and 6-months after the acute ABM period. ClinicalTrials.gov ID: NCT06361095.

Indexed as

Attentional BiasCognitive Behavioral TherapyDepressionVideo GamesAdultFemaleHumansMaleRandomized Controlled Trials as TopicYoung AdultABMAttention bias modificationClinical trialDepression

Identifiers

PMID39725004
PMCPMC13127167

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Registered trials

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.