| Literature DB >> 29483888 |
Simone Kühn1, Fabrice Berna1, Thies Lüdtke1, Jürgen Gallinat1, Steffen Moritz1.
Abstract
Cognitive deficits are common in depression and may persist following the resolution of affective symptoms. However, therapeutic strategies that successfully target cognitive impairments are lacking. Recent work has demonstrated that playing action video games leads to improvements in cognition, in particular executive function, in healthy individuals. We therefore set out to test whether playing video games can reduce symptoms associated with depression. We focussed on depressive symptoms and on rumination, since rumination is a good predictor of depression and may contribute to triggering depression. We recruited 68 clinically depressed individuals (mean age: 46 years, 47 females) that were randomized into the training group playing a fast paced action video game for 6 weeks or a waitlist control group. Before and after training participants completed online questionnaires and a neuropsychological test battery. Only participants who actually played the game were included in the analysis. The final sample consisted of n = 21 training group and n = 29 waitlist control group. The training group showed significantly higher subjective cognitive ability, as well as lower self-reported rumination at posttest in contrast to the control group (although these findings do not survive Bonferroni correction). On a subsample with cognitive performance data (n = 19) we detected an improvement in executive function (Trail Making Task A and B) in the training compared with the control group. The results show that the fast paced action video game employed in the present study improved Trail Making performance and may reduce rumination and enhance subjective cognitive ability. Future research may focus on the investigation of the precise cognitive profile of effects.Entities:
Keywords: action video game; major depression; randomized control trial; rumination; training
Year: 2018 PMID: 29483888 PMCID: PMC5816361 DOI: 10.3389/fpsyg.2018.00129
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1Flowchart illustrating participants' progress through the phases of the randomized controlled trial.
Figure 2Screenshot taken from the game Boson X.
Pretest characteristics of the sample that completed the study.
| Age | 45.0 (11.2) | 45.3 (12.0) | |
| Sex (male/female) | 10/11 | 4/25 | χ2 = 0.69, |
| School | 6.43 (0.87) | 6.45 (0.87) | |
| Duration of illness (in years) | 12.68 (2.8) | 12.76 (2.4) | |
| Currently in treatment (no/yes) | 12/8 | 20/7 | χ2 = 0.31, |
| Antidepressant medication (no/yes) | 12/9 | 15/14 | χ2 = 0.70, |
| Antipsychotic medication (no/yes) | 21/0 | 26/3 | χ2 = 2.31, |
| Sedative medication (no/yes) | 20/1 | 27/2 | χ2 = 0.10, |
| Number of psychiatric comorbidities | 0.80 (0.17) | 0.92 (0.17) | |
| PHQ-9 | 8.33 (3.4) | 11.45 (5.2) | |
| BDI | 14.76 (7.1) | 19.86 (9.9) | |
| RSQ | 21.42 (4.7) | 22.24 (5.3) | |
| SSTICS | 77.19 (13.6) | 78.41 (14.4) | |
| SSTICS WM | 3.0 (1.0) | 2.9 (1.2) | |
| SSTICS EM | 3.9 (0.6) | 4.0 (0.7) | |
| SSTICS SM | 3.5 (0.8) | 3.8 (0.8) | |
| SSTICS Att | 3.3 (0.9) | 3.4 (0.9) | |
| SSTICS Exec | 4.0 (0.8) | 3.9 (1.0) | |
| Habitual video game playing (in hours per week) | 12.03 (15.2) | 5.31 (8.6) |
Means, standard deviations (in brackets) and frequency. PHQ-9, Patient Health Questionnaire-9; BDI, Beck Depression Inventory; RSQ, Response Styles Questionnaire; SSTICS, Subjective Scale to Investigate Cognition in Schizophrenia; WM, working memory; EM, episodic memory; SM, semantic memory; Att, attention; Exec, executive functioning.
Pre- and posttest symptom questionnaires of the sample that completed the study.
| PHQ-9 | 8.33 (3.4) | 7.81 (3.5) | 11.45 (5.2) | 10.45 (5.2) | PHQ-9 pretest | ||
| BDI | 14.76 (7.1) | 11.76 (7.4) | 19.86 (9.9) | 17.72 (9.5) | BDI pretest | ||
| RSQ | 21.42 (4.7) | 19.10 (4.4) | 22.24 (5.3) | 21.83 (4.9) | RSQ pretest | ||
| SSTICS | 77.19 (13.6) | 81.14 (11.7) | 78.41 (14.4) | 79.03 (14.0) | SSTICS pretest, gaming | ||
| SSTICS WM | 3.0 (1.0) | 3.4 (0.9) | 2.9 (1.2) | 3.1 (1.0) | SSTICS WM pretest | ||
| SSTICS EM | 3.9 (0.6) | 4.1 (0.5) | 4.0 (0.7) | 4.0 (0.6) | SSTICS EM pretest | ||
| SSTICS SM | 3.5 (0.8) | 3.9 (0.6) | 3.8 (0.8) | 3.7 (0.8) | SSTICS SM pretest | ||
| SSTICS Att | 3.3 (0.9) | 3.3 (0.8) | 3.4 (0.9) | 3.3 (1.0) | SSTICS Att pretest | ||
| SSTICS Exec | 4.0 (0.8) | 4.2 (0.9) | 3.9 (1.0) | 4.1 (0.9) | SSTICS Exec pretest | ||
Means, standard deviations (in brackets). PHQ-9, Patient Health Questionnaire-9; BDI, Beck Depression Inventory; RSQ, Response Styles Questionnaire; SSTICS, Subjective Scale to Investigate Cognition in Schizophrenia; WM, working memory; EM, episodic memory; SM, semantic memory; Att, attention; Exec, executive functioning.
p < 0.05.
Pre- and posttest performance in the cognitive test sample.
| Trail making task A and B (in sec) | 142 (92) | 119 (46) | 158 (44) | 131 (29) |
| Corsi block tapping (sum correct) | 49 (24) | 52 (24) | 50 (17) | 51 (16) |
| Digit symbol (sum correct) | 49 (24) | 58 (36) | 48 (11) | 47 (9) |
| Manikin (sum correct) | 41 (10) | 41 (8) | 43 (8) | 43 (8) |
| Spatial relations (sum correct) | 9 (4) | 9 (5) | 10 (2) | 11(4) |
Means, standard deviations (in brackets).