| Literature DB >> 26138715 |
Annika Rose1, Sophia Vinogradov2, Melissa Fisher3, Michael F Green4, Joseph Ventura5, Christine Hooker6, Michael Merzenich7, Mor Nahum8.
Abstract
BACKGROUND: Schizophrenia is a severe and chronic medical condition, characterized by positive and negative symptoms, as well as pervasive social cognitive deficits. Despite the functional significance of the social cognition deficits affecting many aspects of daily living, such as social relationships, occupational status, and independent living, there is still no effective treatment option for these deficits, which is applied as standard of care. To address this need, we developed a novel, internet-based training program that targets social cognition deficits in schizophrenia (SocialVille). Preliminary studies demonstrate the feasibility and initial efficacy of Socialville in schizophrenia patients (Nahum et al., 2014). The purpose of the current trial (referred to as the TReatment of Social cognition in Schizophrenia Trial or TRuSST) is to compare SocialVille to an active control training condition, include a larger sample of patients, and assess both social cognitive functioning, and functional outcomes. METHODS/Entities:
Mesh:
Year: 2015 PMID: 26138715 PMCID: PMC4489025 DOI: 10.1186/s12888-015-0510-1
Source DB: PubMed Journal: BMC Psychiatry ISSN: 1471-244X Impact factor: 3.630
SocialVille training exercise
| Exercise | Description |
|---|---|
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| Name That Feeling | Select the label which correctly describes the target facial affect (stills) |
| Face It | Identify the target face within a group of faces |
| Match that Feeling | Match the facial affect of the target face with that of an array of different faces |
| Voice Choice | Select the label which correctly describes the target vocal affect (prosody) |
| Second That Emotion | Match pairs of cards that express the same facial affect |
| Second That Intonation | Match pairs of cards that express the same vocal affect (prosody) |
| Emotion Motion | Select the label which correctly describes the target facial affect (video clips) |
| Emotion Motion:Flashback | Memorize a sequence of facial expressions (video clips) |
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| Recognition | Select the target face from an array of neural faces |
| Face It: Flashback | Memorize a sequence of faces |
| Gaze Cast | Follow the gaze shift of a person, to track the peripheral object looked at |
| Gaze Match | Select the target gaze from an array of gazes (irrespective of face identity) |
| Life Stories | Answer questions regarding social cues after listening to a segmented story |
| Face Facts | Memorize visually-presented social facts about individuals presented serially |
| In the Know | Memorize aurally-presented social facts about individuals |
| Face and Name | Memorize pairs of faces and names |
| Pragmatic Ambiguity | Determine if the given conversation makes sense (visual scene) |
| Social Skills | Choose the best way to respond during a difficult conversation |
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| Mass Affect | Memorize internally-generated valence labels over time |
| Bright Whites | Identify which of two people displayed the more positive affect |
| Grin Hunting | Select the more positive scene to detect smiles in a subsequent image |
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| Social Scenes | Rate the likehood of people’s reactions and feelings in social situations |
| What Joe’s Thinking? | Track a person’s gaze shift to determine if they are looking at the same object as the person in their line of view |
| What Happened? | Determine the most likely scenario given the least amount of hints |
| Say What? | Decide how would a person would respond in a given situation (audio scene) |
| Person Description | Infer what someone believes based on given facts about them. |
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| Multi-person Perspective-Taking | Decide how a person will be affected by a given situation (visual scene) |
Active cotrol training games
| Game | Description |
|---|---|
| Chinese Checkers | Move your pieces to the opponent’s end by moving or jumping over pieces |
| Sudoko | Fill each square in the puzzle with a number (1-9) given rules |
| Reversi | Try to have the majority of the disks on the game present your color |
| Double Klondike Solitaire | Participants must stacks cards alternating in color in descending order with the goal of forming complete A-K stacks of the same suit. |
| Tri Peaks Solitaire | The object of the game is to remove all cards that make up the “three peaks.” Player must stack the cards present on the ‘peaks’ to the card on the bottom |
| Brick Breaking Hex | Click on a group of blocks with the same color. To remove individual blocks, you lose one of your stars. The goal is to get rid of all the blocks before you lose all your stars |
| Brick Squasher II | Use the mouse to control the board to bounce the balls and destroy the bricks. Some bricks require a few hits and some bricks are indestructible |
| Gem Swap | Swap adjacent gems to create 3 or more in a row to remove the gems |
| War Ship | Hide your ships then take turns with the computer player to search for the opponent’s hidden ship. The object of the game is to find your opponent’s ships and sink them before they find yours |
| A Maze Race | There are two balls, the green one is designated to the participant and the red is the computer player. The participant must find the ‘Flag’ or end point before the computer does |
| Lineup 4 | Participant and computer player take turns dropping discs from the top into a grid. The player must connect four yellow discs in a row (vertically, horizontally or diagonally) before the opponent |
| Word Search | Letters are placed in a grid and the participant must find the specified list of words hidden within the grid |
Fig. 1Study Outline. Following screening and baseline visits, participants are randomized into the experimental intervention (SocialVille) or the active control intervention (AC), in which they complete 40 sessions of training, with assessment visits conducted after 20 sessions and after training completion
TRuSST Study primary and secondary outcome measures
| Domain | Outcome measure |
|---|---|
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| Social Cognition | Penn Emotion Recognition Test (ER40) |
| Prosody Identification (PROID) | |
| Penn Facial Memory Test (PFMT) | |
| MSCEIT-managing emotions subscale | |
| The Empathic Accuracy (EA) | |
| Functional Capacity | The UCSD Performance-based Skills Assessment (UPSA-2) |
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| Symptom Severity | Positive and Negative Syndrome Scale (PANSS) |
| Functioning | Global Functioning Scale |
| Social Functioning Scale | |
| The Specific Levels of Function (SLOF) | |
| VRFCAT | |
| Social Cognition | The Awareness of Social Inference Test (TASIT), Part 3 |
| The Morphed Faces Task The Faux Pas Test | |
| The Source Memory Test | |
| The Ambiguous Intentions Hostility Questionnaire (AIHQ) | |
| Motivation | Behavioral Inhibition/Behavioral Activation Scale (BIS-BAS) |
| Temporal Experience of Pleasure Scale (TEPS) | |
| Quality of Life | The Quality of Life Scale (QLS) |
Fig. 2Examples of SocialVille Training Exercises. a. The daily schedule consists of 7 exercises of 6 minutes each, for a total of 42 minutes. b. Match that Feeling exercise example. In this exercise, participants are required to match the emotion depicted by the person in the target image to the emotion of a different person from a group of faces. C. Face Facts exercise example. In this exercise, participants must remember the given facts associated with a specific person
Fig. 3Examples of Active Control (AC) Program Training Exercises. a. This daily schedule for the AC program is the same as the SocialVille program, with 7 exercises presented per day for 6 minutes each. b. Some exercises include Tri Peaks Solitaire (3-deck solitaire), War Ship (Battleship), and Bricks Breaking Hex (remove tiles of the same color)