| Literature DB >> 31584003 |
Melvyn Zhang1, Sandor Heng1, Guo Song1, Daniel Ss Fung2, Helen E Smith3.
Abstract
BACKGROUND: Advances in experimental psychology have highlighted the need to modify underlying automatic cognitive biases, such as attentional biases. The effectiveness of bias modification has been well studied for substance use disorders. With recent advances in technology, it is now possible to work outside the laboratory with Web-based and mobile-based attention bias interventions. Gamification technologies might also help diminish the repetitiveness of the task and increase the intrinsic motivation to train. The inconsistent findings of the impact of gaming on the effectiveness of mobile interventions call for further work to better understand the needs of patients (users) and health care professionals.Entities:
Keywords: apps; attention bias; cognitive bias; gamification; mobile intervention; participatory design research; psychiatry
Year: 2019 PMID: 31584003 PMCID: PMC6797967 DOI: 10.2196/15871
Source DB: PubMed Journal: JMIR Mhealth Uhealth ISSN: 2291-5222 Impact factor: 4.773

Overview of the existing mobile attention bias intervention.
Overview of gamification approaches [24].
| Gaming approach | Description | |
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| Marketplace and economies | Providing gamers with a virtual currency that allows them to deal in game |
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| Digital rewards | These include badges, game currency, game points, virtual goods, and powers or abilities |
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| Real-world prizes | Provides gamers with options to exchange in-game credits for real-world prizes such as vouchers or other forms of goods and services |
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| Avatar | Allows individuals to choose a virtual character to represent oneself |
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| Agent | A virtual character that help guides or provides instructions to user |
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| Competition | Allows individuals to compete with other players or with each other |
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| Teams | Game that involves several individual players, allowing them to interact and form relationships |
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| Parallel communication systems | Allows individuals to communicate with one another |
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| Social pressure | Ability of game to pressurize individuals to perform in certain task, so that he or she will be invited to subsequent events. |
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| Feedback | Spoken, visual, or auditory feedback about user’s performance |
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| Levels | Information on the stage of a game one has attained |
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| Secondary game objectives | Secondary goals that reward the player upon completion |
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| Ranks of achievement | Measurement of character development |
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| Leaderboards | Allows for comparisons with other players |
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| Time pressure | Pre-determined time limits for task completion |
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| Narrative context | A storyboard or stories that guide development of the character |
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| 3D environment | 3D models of objects that parallel the real world |
Themes related to limitations of the existing app.
| Themes | Health care professionals (n=10) | Inpatient participants (n=5) | Outpatient participants (n=5) |
| Design of the app |
“Buttons were too small” making them “easy to miss” [Participant 2] “Press a few times, will add on to the reaction time” [Participant 1] “There is no try out to understand how it works.” [Participants 3 and 5] |
No mention |
“More instructions”[Participant 2] “When I got things clear, I focus on star” [Participant 5] “No design or anything” [Participant 1] Buttons to be “bigger” [Participant 1] “Joystick interface” to indicate a response [Participant 2] |
| Visual probe tasks |
“Too many repetitions” [Participant 2] The task was “so fast” [Participants 3 and 5]. “Distinguish the frame from one another looking at the asterisk” [Participant 1] “Focusing on the asterisk only.” [Participants 3 and 7] “Pictures were so fast, after a while, I stopped paying attention and just look for the asterisk” [Participant 8] |
“Were too fast” [Participants 3, 5 and 7] “My mind cannot catch up, fingers cannot catch up” [Participant 5] “Repetition is the same” [Participant 5] Task is “too tedious” [Participant 3] |
The trial was “too long” [Participants 1 and 4] “Too fast” and “quick” [Participants 2, 4, and 5] “I never even have a chance to see” [Participant 1] “Too fast. My mind was to aim for the star. The pictures I was not interested.” [Participant 4] “It is too fast that we don’t really see the picture” [Participant 3] |
| Images included in the visual probe task |
“Image colour does not stick out” [Participant 3] “Non-white background will enhance the focus of the images” [Participant 2] |
The “colour is dull” and “the images are repetitive” [Participant 1] “I see the same image for 30 times or more” [Participant 1] |
“Keep seeing the same pictures” [Participant 3] “Very boring, put more pictures” [Participant 1] “Maybe more picture, very repetitive. I keep on seeing the same pictures over and over again” [Participant 2] “It comes in pairs. It always weed and chocolate cake. You can figure out” [Participant 2] |
| Safety of administering the app |
No mention |
No mention |
“Triggering. Like I think just keep seeing pictures of drug of choice” [Participant 2] “Early recovery is triggering. For myself, if I am in detox, might trigger me.” [Participant 5] |
Themes related to solutions addressing limitations of the existing app.
| Themes | Health care professionals (n=10) | Inpatient participants (n=5) | Outpatient participants (n=5) |
| Images included in visual probe task |
“As much as possible, it should be similar as possible. The two pictures should be of the same quality and same size” [Participant 2] “How come the tiger bottle is so big and the cola bottle so small? Obviously, my eyes will zoom to the big one. I am attracted to the obvious. It just shines out” [Participant 5] |
“Something associated with alcoholism. Clubbing, coffee shop, anything associated with alcoholism” [Participant 1] Images with substances in different “environment” [Participant 3] “Can include like family members. Drinking with family members” [Participant 2] “Images personalized, can identify with” [Participant 3] |
“Higher intensity” of images“ instead of just 2 pictures [Participant 1] |
| Design of app |
“Is it possible to press on the picture instead of right/left. Pictures are bigger than the right/left button” [Participant 10] “Maybe instead of buttons, they could tap anywhere on the half of the screen. That would make it easier rather than to aim on the button. This will also help to mitigate the older folks who have difficulties to move on to the button” [Participant 2] |
“Colours” for the asterisk [Participant 1] and for the buttons to be “round or bigger” [Participant 1] |
“When press down on the star, right or correct, some positive words or pictures, smiling. Would be more interesting” [Participant 4] “If they hit the correct one, maybe there is a nice emoji. Wrong, maybe a crying emoji” [Participant 3] |
| Scoring functionality |
Scoring was “very complicated” and that the scoring appealed only to “investigators or clinicians” [Participant 1] |
No mention |
“When they finish the game, can have instant results, instead of having to scroll down” [Participant 3] |
| Other possible functionalities |
No mention |
“What are the diseases you are going through if you have alcoholism? More information of what alcohol does to you in the short term and long term” [Participant 2] |
No mention |
| Visual probe trial |
No mention |
“Just 3 seconds interval” [Participant 1] “You can request for 5-10 seconds interval delay” [Participant 1] |
“Do it from slow, all the way to fast” [Participant 3] |
| Consideration of gaming elements |
No mention |
No mention |
“Show the fastest speed and slowest speech in the result, make it like a game” [Participant 1] “Maybe you could have a board [1st, 2nd, 3rd)” [Participant 3] |
Themes related to gamification elements for the existing app.
| Themes | Health care professionals (n=10) | Inpatient participants (n=5) | Outpatient participants (n=5) |
| Performance-oriented gaming elements |
“Lowest cost way of doing this app that will make users want to continue using it.” [Participant 2] “The feedback that you are doing better is kind of helpful for them” [Participant 9] “In between giving feedback about their performance; three times you press the correct thing, you are on a roll” [Participant 4] “As it motivates you to go into higher grades, either as an individual or as a group” [Participant 6] “Motivate them to continue playing the application” [Participant 11] “Bronze to silver to gold medals” [Participant 2] “Some achievement in the form of badges would help” [Participant 7] “Track their progress” “aware of the questions remaining” [Participant 8] |
“Leader-board”, social gaming elements “Having connect with Facebook would allow you to see who else has participated” and “Levels” in the game [Participant 1] |
“Results” of his or her performance [Participant 2] Time-pressure, levels and leaderboard were also chosen, as it allows for “competition” [Participant 2] “When you see the leaderboard, maybe I am here. I can do better to go up” [Participant 3] |
| Rewards (digital/real world)-based gaming elements |
“Entice them to continue to play” [Participant 4] |
No mention |
“Can change for vouchers” [Participant 1] “Like voucher, exchange coffee. Get something realistic” [Participant 4] |
| Context (storyboard) |
“Motivating” [Participant 7] “Map out the real-life experiences”, this giving “a reason in doing the exercises” [Participant 6] “More realistic and engaging” [Participant 9] |
No mention |
No mention |
| Against gamification |
No mention |
“Childish” [Participant 3] making the application to be more catered for “Kids” [Participant 1] “All these are game right? Part of games right? All these are addiction already” [Participant 2] “As a gamer, I could relate to Number 2, this is gaming addiction” [Participant 1] |
“If I am using, I would not play game. When you are into drugs, you are in no mood to play games” [Participant 4] “When you are heavily using, you cannot be bothered by this. Especially when you are high” [Participant 5] |

Patient-created proposal for design of the app.
Participants’ comments on their newly conceptualized prototypes (one participant was asked to share on behalf of the whole group).
| Participants | Selected verbatim comments |
| Health care professionals (Group 1) |
“We think that there should be a few levels of difficulties. It is like a training phase. The assessment time becomes shorter and shorter. The time becomes shorter and shorter. We think there should be a score. Encourage the person to hit a higher score. The rewards we were thinking about…Vouchers or privileges on the ward.” |
| Health care Professionals (Group 2) |
“First thing would be instructions.” “Second part. There would be some motivation. You are doing good.” “After the training is done, task score. And the progress bar. How many percent completed.” “The pictures. We thought of different modalities. Not just the pictures. Sometimes virtual ones.” “Need a trial of how to do it.” |
| Inpatient participants (Group 1) |
“Instead of using a cross, you can put a money sign.” “After you focus on a while, you could have different images.” “Secondly, instead of money, you could put a photo. A photo of your family. After you focus on the photo for a while, you drift off to an animated picture.” “Ask the user to type.” |
| Inpatient participants (Group 2) |
“Family. Picture This is the family picture, wife and children picture. Drugs and alcohol. Which one you want to choose.” “Instead of someone else drinking, can be someone I know drinking.” |
| Outpatient participants (Group 1) |
“The first square is the instruction manual. The second one is a prompt for ready. Then straight away go to the cross with 2 pictures. The last one is the start. And end with results. Maybe it starts off with a bit slower and then progress to fast.” “Maybe the first 20-30 pictures 0.8 seconds, then the next 0.6 seconds. Moderately decrease the speed instead of diving right in.” |
| Outpatient participants (Group 2) |
“Introduction. The second column slightly slower than the tablet. 0.7-0.8 seconds. This one is 2 seconds. 1 seconds. Then you can random got different picture. Not only just come up star only. Can come up star with drug.” |
Suggestions of participants for images included in the app.
| Image category | Health care professionals (n=10) | Inpatient participants (n=5) | Outpatient participants (n=5) |
| Alcohol |
“Picture more relevant to the local context, for example, picture from coffee shop” [Participant 6] Not to focus on the “brands” of the alcohol [Participant 6] |
“Hard liquor” was missing [Participants 1 and 2] |
No need to include the “brand” of the alcohol [Participant 4] “More kind of hard liquor, such as whisky” [Participant 4] |
| Cannabis |
“Some of the pictures were not familiar” [Participant 2] |
A “barrel and aluminum foil” would be good [Participant 3] “Bottles” might not be so relevant, as they are synthetic cannabinoids [Participant 1] |
“The bong is not the right bong” [Participant 2] |
| Heroin |
“Straws” “pictures of the barrel and thin foils” [Participant 5] “Someone chasing the dragon, or someone using the main line” are the most relevant and triggering [Participant 3] |
“The one with needle” [Participant 4] |
“Syringe” image was perceived to be “very triggering” [Participant 1] “Nothing catches my eye except for this needle thing” [Participant 3] Pills “oxycodone” was not used locally (“Singapore people don’t abuse”). [Participant 1] |
| Stimulants |
The images of the stimulant crystals might not be so relevant, as the crystals available locally are “of different quality” [Participant 2] |
“Pure image of ICEa” [Participant 1] |
“Don’t look like ICE at all” [Participant 4] |
aICE: methamphetamine (stimulant).