| Literature DB >> 36036967 |
Wymann S W Tang1, Tricia J Y Ng1, Joseph Z A Wong1, Cyrus S H Ho2.
Abstract
BACKGROUND: Eating disorders and other forms of disordered eating cause significant complications and comorbidities in patients. However, full remission with current standard treatment remains low. Challenges to treatment include underdiagnosis and high dropout rates, as well as difficulties in addressing underlying emotion dysregulation, poor impulse control, and personality traits. Serious video games (SVGs), which have the advantages of being highly engaging and accessible, may be potential tools for delivering various forms of treatment in addressing the underlying psychopathology of disordered eating.Entities:
Keywords: digital health; disordered eating; eHealth; eating disorders; gamification; mHealth; mobile health; serious games; serious video games; video games
Mesh:
Year: 2022 PMID: 36036967 PMCID: PMC9468918 DOI: 10.2196/39527
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 7.076
Figure 1PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) flow diagram showing the selection of the studies.
Characteristics and outcomes of the included studies.
| Serious video game category and title | Study, year | Outcome measures (physical, behavioral, and psychological) | Main outcomes | ||
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| The Use of Videogames as Complementary Therapeutic Tool for Cognitive Behavioral Therapy in Bulimia Nervosa Patients | Fernandez-Aranda et al [ |
Frequency of bingeing and purging Dropout rates Eating disorder psychopathology Anxiety and anger Remission rate (partial or complete) |
Intervention group achieved nonstatistically significant higher rates of total remission than the control group (50% vs 28%, respectively; Intervention group had lower treatment attrition rates than the control group (20% vs 44%, respectively; Cohen d=0.54) and displayed improvements in emotion regulation, whereas the control group showed persisting emotion dysregulation | |
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| An App-Based Blended Intervention to Reduce Body Dissatisfaction: A Randomized Controlled Pilot Study | Kollei et al [ |
Eating disorder psychopathology Depressive symptoms Body dissatisfaction |
Intervention group showed significantly greater reduction in body dissatisfaction (Cohen d=–0.62; No significant effect on depressive symptoms was noted | |
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| A Brief Mobile Evaluative Conditioning App to Reduce Body Dissatisfaction? A Pilot Study in University Women | Kosinski [ |
Depressive symptoms Eating disorder psychopathology Self-esteem Body dissatisfaction and drive for thinness |
No significant reduction of body dissatisfaction between the evaluative conditioning and control conditions was noted, but body dissatisfaction fell across conditions with a small effect size ( No statistically significant effects were observed for bulimia and restraint scores | |
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| An Interactive Training Programme to Treat Body Image Disturbance | Gledhill et al [ |
Eating disorder psychopathology Self-esteem Body size perception and body image concerns |
Study 1 The intervention succeeded in shifting the thin-fat categorical boundary for individuals with body size concerns, as well as improved eating restraint (day 14 difference z score=0.92, 95% CI 0.33 to 1.51; Study 2 The intervention succeeded in shifting the thin-fat categorical boundary significantly in participants with anorexia nervosa. Eating disorder symptoms also improved for at least a month (Eating Disorder Examination Questionnaire score day 1 vs day 30 difference z score=0.74, 95% CI 0.20 to 1.28; The degree of body size category boundary shift was significantly correlated with changes in the eating disorder symptoms | |
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| When You Exercise Your Avatar in a Virtual Game: The Role of Avatars’ Body Shape and Behavior in Users’ Health Behavior | Joo and Kim [ |
Exercise and eating behavior |
No significant effects of the avatars’ lifestyle on the participants’ exercising or eating behaviors were observed There was a significant positive effect of the normal-weight body shape of the avatars on the participants’ exercising behaviors ( | |
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| App-Based Food-Specific Inhibitory Control Training as an Adjunct to Treatment as Usual in Binge-Type Eating Disorders: A Feasibility Trial | Keeler et al [ |
Food valuation on palatability of high- and low-energy–dense foods Eating disorder psychopathology Depressive symptoms Anxiety Impulsivity |
Intervention did not reduce binge eating frequency but showed greater reduction in eating disorder psychopathology (SESa=–0.57, 95% CI –1.12 to –0.03) and valuation of high-energy–dense foods than usual treatment (SES=–0.61, 95% CI –0.99 to –0.24). These effects were lost and reduced, respectively, at 8-week follow-up At 8 weeks, the intervention group showed greater reduction in food addiction symptoms and lack of perseverance with a small effect size (SES=–0.23, 95% CI –0.81 to 0.34) | |
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| Gamified Working Memory Training in Overweight Individuals Reduces Food Intake but Not Body Weight | Dassen et al [ |
BMI Food intake and healthy eating Self-control Dropout rate Executive function Eating disorder psychopathology |
WMb training did not result in significant additional weight loss WM training resulted in a significant reduction in caloric intake after training, especially at high levels of craving Both groups showed improvements in self-reported emotional eating and self-control | |
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| Gender Differences in the Effect of Gamification on Weight Loss During a Daily, Neurocognitive Training Program | Forman et al [ |
Weight Enjoyment of game and compliance to treatment Inhibitory control |
Gamification had a significantly stronger effect on weight loss for men than for women No significant differences were observed between genders for the effect of gamification on enjoyment, compliance, and impulse control | |
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| A Serious Game to Increase Healthy Food Consumption in Overweight or Obese Adults: Randomized Controlled Trial | Blackburne et al [ |
Eating behavior Cognitive restraint Go–No-Go performance |
Inhibitory control improved with the intervention, which was associated with increased consumption of healthy foods and reduced consumption of unhealthy foods. Cognitive restraint also improved | |
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| Computerized Neurocognitive Training for Improving Dietary Health and Facilitating Weight Loss | Forman et al [ |
Weight Frequency of food consumption Implicit preference for sweets |
ICTc—both gamified and nongamified—were deemed acceptable and feasible Only participants with higher baseline implicit preference for sweets experienced weight loss benefits from ICT. However, gamification marginally reduced the impact of ICT | |
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| Executive Function Training With Game Elements for Obese Children: A Novel Treatment to Enhance Self-regulatory Abilities for Weight-Control | Verbeken et al [ |
BMI Treatment feasibility and acceptability Executive function Visuospatial WM Stop-signal task performance |
The intervention showed significant effects in WM and meta-cognition and displayed significant improvements in weight loss maintenance at 8 weeks, although the effect was lost at 12 weeks No significant effects were observed for inhibition and the stop-signal task | |
aSES: standardized between-group effect sizes.
bWM: working memory.
cICT: inhibitory control training.
Characteristics of the serious video gaming interventions.
| Game category and study | Game title | Serious game genre | Platform | Objectives | Gameplay | |||||||||
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| Fernandez-Aranda et al [ | PlayMancer: Islands | Goal oriented and problem-solving | PC | To increase emotion–self-control skills and self-control over users’ general urgency to act |
Players are immersed in the setting of an island and are required to overcome challenges by achieving therapeutic targets Biosensors and a camera that continuously tracks the emotional state of the player are used to monitor physiological changes in response to the players’ emotional state | ||||||||
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| Kollei et al [ | Mindtastic Body Dissatisfaction app | Cognition and brain training | Mobile app | Approach-avoidance training to foster approach of functional stimuli and avoidance dysfunctional stimuli |
Players are shown (1) pictorial stimuli of their own bodies as well as that of their ideal bodies and (2) positive and negative body-related statements. They are required to pull the positive statements and pictures of themselves toward themselves and swipe away the negative statements and idealized pictures | ||||||||
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| Kosinski [ | Executive conditioning app | Cognition and brain training | Mobile app | Evaluative conditioning |
The player’s photographs are taken to act as conditioned stimuli. Positive photographs that elicit a positive affective response and do not correspond to feminine ideals were used as unconditioned stimuli. Players are shown 3 conditioned stimuli and unconditioned stimuli pairings at the start and are required during the game to pick out their conditioned stimuli and unconditioned stimuli pair as quickly as possible | ||||||||
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| Gledhill et al [ | Perceptual training with two-alternative forced-choice decisions | Cognition and brain training | PC | Evaluative conditioning |
Participants are presented with a series of computer-generated imagery images of women’s bodies and trained to judge the respective body size. Feedback was given to the participants on whether their responses were accurate. “Inflationary” feedback was given with the intent to shift their categorical boundary of a “fat” body shape by 2 body shape variations higher | ||||||||
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| Joo and Kim [ | The Sims 4 | Goal oriented and problem-solving | PC | To increase emotion– self‐control skills and reduce general impulsive behaviors |
A web-based life simulation game, The Sims 4, was used Players were assigned to either a normal weight or obese avatar. Players were then instructed to operate their avatars in a healthy (exercise and fresh foods) or unhealthy lifestyle setting (sedentary lifestyle and unhealthy foods) | ||||||||
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| Keeler et al [ | FoodT, an inhibitory control training app | Cognition and brain training | Mobile app | To increase inhibitory control |
Players are presented with pictorial stimuli consisting of high-energy foods, low-energy foods, and filler items, accompanied by “Go,” or “No Go” cues. Participants are required to tap on the “Go” items and avoid tapping on the “No Go” items | ||||||||
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| Dassen et al [ | WMa training | Cognition and brain training | Tablet computer or PC | Psychoeducation and WM training |
Each session comprises 3 WM tasks in the setting of a restaurant involving visuospatial memory, backward digit span, and object memory | ||||||||
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| Forman et al [ | Go–No-Go training | Cognition and brain training | PC | To increase inhibitory control |
Players are presented with pictorial stimuli consisting of healthy and unhealthy foods, accompanied by “Go,” and “No Go” cues, respectively. Participants are required to tap on the “Go” items and avoid tapping on the “No Go” items | ||||||||
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| Blackburne et al [ | “NoGo,” a Go–No-Go inhibitory control training app | Cognition and brain training | Mobile app | To increase inhibitory control |
Players are shown stimuli of healthy and unhealthy foods. Each game consists of (1) Go–No-Go trials where the reaction timer starts counting down next to the image after it is shown and (2) stop trials where the timer counts down while the images change between categories | ||||||||
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| Forman et al [ | Go–No-Go training | Cognition and brain training | PC | To increase inhibitory control |
The gamified inhibitory control training involved the task of moving in a grocery store as quickly as possible while choosing the correct foods. This required players to respond to frequently presented stimuli (healthy foods such as fruit and vegetables) and inhibit their responses to nonfrequent stimuli (high-sugar food) | ||||||||
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| Verbeken et al [ | “Braingame Brian,” an executive function training game | Cognition and brain training | PC | To increase executive function (inhibitory control and WM) |
The game is set in a game world with a storyline where the character, Brian, is required to complete tasks involving (1) WM training where the player has to reproduce correctly a random sequence of rectangles lighting up and (2) inhibitory control training in the setting of a factory, including both go trials and stop trials | ||||||||
aWM: working memory.