| Literature DB >> 21085661 |
Emily A Holmes1, Ella L James, Emma J Kilford, Catherine Deeprose.
Abstract
BACKGROUND: Flashbacks (intrusive memories of a traumatic event) are the hallmark feature of Post Traumatic Stress Disorder, however preventative interventions are lacking. Tetris may offer a 'cognitive vaccine' [1] against flashback development after trauma exposure. We previously reported that playing the computer game Tetris soon after viewing traumatic material reduced flashbacks compared to no-task [1]. However, two criticisms need to be addressed for clinical translation: (1) Would all games have this effect via distraction/enjoyment, or might some games even be harmful? (2) Would effects be found if administered several hours post-trauma? Accordingly, we tested Tetris versus an alternative computer game--Pub Quiz--which we hypothesized not to be helpful (Experiments 1 and 2), and extended the intervention interval to 4 hours (Experiment 2). METHODOLOGY/PRINCIPALEntities:
Mesh:
Year: 2010 PMID: 21085661 PMCID: PMC2978094 DOI: 10.1371/journal.pone.0013706
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Figure 1Experiment 1 study design overview.
Participants completed the trauma film paradigm, a well established experimental analog for PTSD. All participants viewed a traumatic film followed by a 30-min structured break. Participants were then allocated to one of three experimental conditions [Tetris vs. no-task control vs. Pub Quiz] which they completed for 10 min. Afterwards participants in the computer game conditions rated their enjoyment of the game. Flashbacks (involuntary memories) were monitored for 1 week using an intrusion diary. After 1 week, diary compliance was checked and a test of voluntary memory (recognition memory test) for the trauma film was administered.
Experiment 1 means and statistics for age and baseline assessments indicating experimental conditions did not differ.
| Measure | No-task (n = 20) | Tetris (n = 20) | Pub Quiz (n = 20) | ANOVA | |||
| mean | sem | mean | sem | mean | sem | ||
| Age | 29.05 | 2.68 | 25.90 | 2.11 | 26.75 | 2.24 |
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| Beck Depression Inventory (BDI) | 5.35 | 0.91 | 4.90 | 1.04 | 5.85 | 1.03 |
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| Trait Anxiety (STAI-T) | 37.20 | 1.98 | 39.10 | 1.95 | 36.60 | 2.10 |
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| Traumatic Experiences Questionnaire (TEQ) | 1.60 | 0.39 | 1.50 | 0.22 | 1.90 | 0.47 |
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Experiment 1 means and statistics for mood assessment (pre vs. post-trauma film) indicating equivalent deterioration in mood over the film across conditions.
| No-task (n = 20) | Tetris (n = 20) | Pub Quiz (n = 20) | ANOVA | ||||||
| mean | sem | mean | sem | mean | sem | Time | Group | Group* Time | |
| Pre-film mood | 2.61 | 0.58 | 2.98 | 0.52 | 2.76 | 0.58 |
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| Post-film mood | 12.60 | 1.14 | 10.93 | 1.40 | 11.25 | 1.43 | |||
p<0.01.
Experiment 1 frequency of initial intrusions during the 10-min experimental manipulation [i.e. during computer game play or no-task condition].
| No-task (n = 20) | Tetris (n = 20) | Pub Quiz (n = 20) | ANOVA | ||||
| mean | sem | mean | sem | mean | sem | ||
| Frequency of initial intrusions | 12.35 | 3.40 | 4.30 | 1.10 | 5.90 | 1.38 |
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Tetris relative to no-task control p<0.05; Pub Quiz relative to no-task control = NS.
Experiment 1 means and statistics for mood assessment, task compliance, game enjoyment and difficulty for the 10-min experimental manipulation which did not differ between conditions.
| Measure | No-task (n = 20) | Tetris (n = 20) | Pub Quiz (n = 20) | ANOVA/t-test | |||
| mean | sem | mean | sem | mean | sem | ||
| Post-condition mood | 5.81 | 1.08 | 4.23 | 0.79 | 3.86 | 0.92 |
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| Task compliance | 8.78 | 0.20 | 8.45 | 0.36 | 8.89 | 0.24 |
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| Game enjoyment | - | - | 7.36 | 0.33 | 7.18 | 0.32 | t(38) = 0.37 (NS) |
| Game difficulty | - | - | 3.68 | 0.49 | 3.69 | 0.43 | t(38) = 0.01(NS) |
Figure 2Experiment 1 key outcome variable: flashback frequency in diary over 1-week for the three conditions (mean +/− sem).
Experiment 1 diary compliance and recognition memory after 1-week indicating equivalence across conditions.
| Measure | No-task (n = 20) | Tetris (n = 20) | Pub Quiz (n = 20) | ANOVA | |||
| mean | sem | mean | sem | mean | sem | ||
| Diary compliance | 8.60 | 0.94 | 8.80 | 1.32 | 8.75 | 0.85 |
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| Recognition memory score | 20.95 | 1.59 | 20.65 | 0.64 | 19.65 | 1.04 |
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Experiment 2 means and statistics for age and baseline assessments indicating experimental conditions were equivalent at baseline.
| Measure | No-task (n = 26) | Tetris (n = 26) | Pub Quiz (n = 26) | ANOVA | |||
| mean | sem | mean | sem | mean | sem | ||
| Age | 24.62 | 1.89 | 22.04 | 1.03 | 22.23 | 1.11 |
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| Beck Depression Inventory (BDI) | 6.23 | 1.21 | 6.12 | 1.08 | 5.65 | 4.28 |
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| Trait Anxiety (STAI-T) | 36.58 | 2.12 | 36.81 | 1.78 | 37.58 | 1.60 |
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| Traumatic Experiences Questionnaire (TEQ) | 1.46 | 0.32 | 0.92 | 0.33 | 1.08 | 0.25 |
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Experiment 2 means and statistics for mood assessment (pre vs. post-trauma film) indicating equivalent deterioration in mood over the film across conditions.
| No-task (n = 26) | Tetris (n = 26) | Pub Quiz (n = 26) | ANOVA | ||||||
| mean | sem | mean | sem | mean | sem | Time | Group | Group* Time | |
| Pre-film mood | 3.09 | 0.77 | 4.04 | 0.67 | 3.49 | 0.68 |
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| Post-film mood | 7.05 | 1.11 | 8.52 | 1.01 | 7.31 | 1.03 | |||
p<0.01.
Figure 3Experiment 2 study design overview.
Participants completed the trauma film paradigm. All participants viewed a traumatic film followed by a 4-hr break where participants went about their daily business. Participants then returned to the laboratory and were allocated to one of three experimental conditions (as in experiment 1) which they completed for 10 min. Participants in the computer game conditions rated their enjoyment of the game. Flashbacks (involuntary memories) were monitored for 1 week using an intrusion diary. After 1 week, diary content and compliance was checked and a test of voluntary memory (recognition memory test) for the trauma film was administered.
Experiment 2 frequency of initial intrusions during the 10-min experimental manipulation [i.e. during computer game play or no-task condition].
| No-task (n = 26) | Tetris (n = 26) | Pub Quiz (n = 26) | ANOVA | ||||
| mean | sem | mean | sem | mean | sem | ||
| Frequency of initial intrusions | 9.84 | 1.31 | 5.65 | 0.94 | 6.00 | 0.67 |
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Tetris relative to no-task control p<0.05; Pub Quiz relative to no-task control p<0.05.
Experiment 2 means and statistics for mood assessment, task compliance, game enjoyment and difficulty for the 10-min experimental manipulation which did not differ between conditions.
| Measure | No-task (n = 26) | Tetris (n = 26) | Pub Quiz (n = 26) | ANOVA/t-test | |||
| mean | sem | mean | sem | mean | sem | ||
| Post condition mood | 4.76 | 1.22 | 3.78 | 0.65 | 4.62 | 0.87 |
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| Task compliance | 8.50 | 0.38 | 8.51 | 0.26 | 8.71 | 0.35 |
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| Game enjoyment | - | - | 6.60 | 0.28 | 6.46 | 0.28 | t(50) = 0.33 (NS) |
| Game difficulty | - | - | 2.89 | 0.35 | 3.69 | 0.32 | t(50) = 0.10 (NS) |
Figure 4Experiment 2 key outcome variable: flashback frequency in diary over 1-week for the three conditions (mean +/− sem).
Experiment 2 diary compliance and recognition memory after 1-week indicating equivalence across conditions.
| Measure | No-task (n = 26) | Tetris (n = 26) | Pub Quiz (n = 26) | ANOVA | |||
| mean | sem | mean | sem | mean | sem | ||
| Diary compliance | 8.53 | 0.24 | 8.46 | 0.23 | 8.53 | 0.19 |
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| Recognition memory score | 20.48 | 0.50 | 19.25 | 0.64 | 20.03 | 0.52 |
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