Mary Eileen McNamara
Austin, Texas, 78712, United States
NCT Number: NCT05601362
The purpose of this study is a preliminary evaluation of a gamified attention bias modification training (GAMBT) for reducing symptoms of depression and rumination. Individuals with elevated symptoms of depression will use the digital intervention over the course of 4 weeks. They will complete a brief (~5 question) survey daily, as well as weekly assessments.
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Notify Me18 year–45 year
All sexes
Interventional
Not applicable
Austin, Texas, 78712, United States
This study aims to assess the feasibility and efficacy of the digital therapeutic attention bias modification (ABM) intervention that targets and reduces negative attention bias among adults with elevated symptoms of depression. Consistent with the experimental therapeutics approach ABM has been shown to both reduce negative attention bias and improve symptoms of depression. However, engagement with these tasks have been mixed, with some participants describing traditional ABM tasks as boring. This had led to the development of gamified versions of ABM with the intent to improve participant engagement. Nevertheless, there have been very few rigorous trials of ABM for depression, and no one to our knowledge has used ecological momentary assessment to tease apart the mechanisms by which ABM can lead to improvements in depression symptoms.
Participants will access the intervention on their mobile smart phone and complete treatment over a period of 4 weeks. Enrolled participants will be randomly assigned to one of two groups: Gamified attention bias modification training, or gamified placebo training. They will complete brief (~5 questions) daily surveys, as well as weekly remote assessments of attention bias and depression symptoms.
Healthy volunteers accepted: No
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
Gamified computerized behavioral therapy with therapeutic intervention based on Attention Bias Modification Training (ABMT).
Placebo version of Gamified Attention Bias Modification. (Identical version of the gamified behavioral intervention without manipulation designed to decrease negative attention bias).
Time frame: End of treatment (4 week treatment phase)
8-item self-report measure of depression symptom severity (Range: 0-24, higher scores indicate greater depression severity)
Time frame: End of treatment (4 week treatment phase)
5-item self-report measure of rumination frequency (Range: 1-20, higher scores indicate more rumination)
Time frame: End of treatment (4 week treatment phase)
3-item self-report measure of rumination frequency (Range: 0-12, higher scores indicate more rumination)
Time frame: End of treatment (4 week treatment phase)
10-item measure of dysphoria and depression symptoms (Range: 10-50, higher scores indicate greater dysphoria)
Time frame: End of treatment (4 week treatment phase)
Mean scan time for viewing sad stimuli assessed via mousetracking, controlling for baseline score
Time frame: Assessed daily over 4 weeks, end of treatment at week 4 reported
Rumination assessed via smartphone-delivered ecological momentary assessment items used in prior EMA research (Smith et al., 2021)). (Range: 4-20, higher scores indicate more rumination); tested time by condition interaction
Christopher G. Beevers
Other
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View the official ClinicalTrials.gov record (opens in a new tab)This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.
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