| Literature DB >> 29748165 |
Gede Pramana1, Bambang Parmanto1, James Lomas2, Oliver Lindhiem3, Philip C Kendall4, Jennifer Silk5.
Abstract
BACKGROUND: Cognitive behavioral therapy is an efficacious treatment for child anxiety disorders. Although efficacious, many children (40%-50%) do not show a significant reduction in symptoms or full recovery from primary anxiety diagnoses. One possibility is that they are unwilling to learn and practice cognitive behavioral therapy skills beyond therapy sessions. This can occur for a variety of reasons, including a lack of motivation, forgetfulness, and a lack of cognitive behavioral therapy skills understanding. Mobile health (mHealth) gamification provides a potential solution to improve cognitive behavioral therapy efficacy by delivering more engaging and interactive strategies to facilitate cognitive behavioral therapy skills practice in everyday lives (in vivo).Entities:
Keywords: SmartCAT; child anxiety treatment; childhood anxiety disorders; cognitive behavioral therapy; ecological momentary intervention; gamification; mobile health
Year: 2018 PMID: 29748165 PMCID: PMC5968217 DOI: 10.2196/games.8902
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Skill-builder modules.
| Module | Session | Description |
| Skills coach | 1, 2, 3, 4, 5, 6, 7 | Guide the participant through developing a FEAR plan for a current or recent in vivo anxious experience. |
| What’s the feeling? (game) | 1, 2, 3, 4a, 5a, 6a, 7a | Ask the participant to identify emotional and somatic symptoms from various scenarios (including anxiety, physical pain, and hunger). |
| Chillax | 1, 2a, 3a, 4a, 5a, 6a, 7a | View or practice with a video demonstrating deep breathing techniques. |
| Listen or practice with an mp3 audio file for progressive muscle relaxation. | ||
| Thought-buster (game) | 2, 3a, 4, 5, 6, 7 | Ask the participant to identify anxious vs nonanxious self-talk or coping vs noncoping self-talk. |
| Thought-swapper (game) | 3, 4, 5, 6, 7 | Ask the participant to identify coping self-talk that works best in a given situation. |
| Problem-solver (game) | 3, 4, 5, 6, 7 | Generate and evaluate potential solutions to hypothetical problems. |
| Challenger | 4, 5, 6, 7 | Therapist selects personally relevant home challenges from a menu on the portal; patient is prompted to develop a FEAR plan and complete these challenges via app. |
| Show that I can | 1, 2, 3, 4, 5, 6, 7 | Therapist selects weekly task (adapted from the Coping Cat workbook) from a menu on the portal; patient is prompted to complete the task via app. |
aOptional.
Intrinsic and extrinsic motivators in target activities.
| Activities | Intrinsic motivators | Extrinsic motivators |
| Completing interactive skill-building modules (“What’s the feeling?”, Thought-buster, Thought-swapper, Problem-solver) | Specific modules are assigned for a particular session. As the session progresses, different modules with different challenges will be assigned (competence) | Tangible prizes (ie, accessories and makeup, small toys and games, and gift cards for older teens) |
| Each module can be initiated independently (autonomy) | ||
| Completing skills coach | As the session progresses, children are asked to come up with their own coping strategies instead of choosing from a provided checklist (competence and autonomy) | |
| Completing at-home challenges (Challenger), Chillax, and Show that I can task | At-home challenges are discussed with the therapist in face-to-face sessions. Children can choose which challenges they want to complete (competence and autonomy). | |
| Sending or replying to messages | Children can send messages to their therapist to ask therapeutic questions (relatedness or connection) | Attention, praise |
Actions, components, and mechanics.
| Actions | Components | Mechanics |
| Initiate and complete skill-builder modules when requested to do so by app alarm | One point toward the target number of points (cumulative) | Collect a certain number of points. Therapists will assign the target points needed to redeem a selected prize. A collection of stars and a trophy will be displayed on the home screen. A progress bar and badges are displayed after the completion of actions. |
| Initiate and complete skill-builder modules from within the app (on one’s own initiative). | Two points toward the target number of points (cumulative) | |
| Complete all required modules for a particular session. | One star | Collect one star for each session. |
| Complete all required modules for sessions 1, 2, and 3. | Silver trophy | Collect a silver trophy. |
| Complete all required modules for sessions 4, 5, 6, and 7. | Gold trophy | Collect a gold trophy. |
Portal tasks a therapist was required to complete.
| Tasks | Start of session | End of session | Between sessions |
| Enter custom locations and times | ✓ | ||
| Select modules for upcoming week | ✓ | ||
| Review skills coach or other module data from the week with child | ✓ | ||
| Set target points for the following weeks | ✓ | ||
| Send or receive messages | ✓ |
Figure 1SmartCAT reminders, weekly plan, minigames, and Chillax module screen.
Figure 2Skills Coach and Challenger module screen.
Figure 3SmartCAT secure messaging system, app and portal home screen, and Show that I can module screen.
Figure 4SmartCAT 1.0 vs. SmartCAT 2.0 usage frequency. Usage data were collected after Session 1 and calculated at the end of Session 8.
User engagement and app retention by system.
| System | Number of participants | Engagement (across duration of treatment) | App retention | |
| Time spent in minutes (SD) | App use (SD) | App use per session (SD) | ||
| SmartCAT 1.0 | 15 | 135.08 (56.48) | 36.13 (13.54) | 5.16 (3.03) |
| SmartCAT 2.0 | 35 | 248.02 (327.41) | 90.40 (69.33) | 13.00 (12.61) |
Figure 5SmartCAT 2.0 module usage between sessions.