Improving late life depression and cognitive control through the use of therapeutic video game technology: A proof‐of‐concept randomized trial

Background Existing treatments for depression are known to have only modest effects, are insufficiently targeted, and are inconsistently utilized, particularly in older adults. Indeed, older adults with impaired cognitive control networks tend to demonstrate poor response to a majority of existing d...

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Bibliographic Details
Published inDepression and anxiety Vol. 34; no. 6; pp. 508 - 517
Main Authors Anguera, Joaquin A., Gunning, Faith M., Areán, Patricia A.
Format Journal Article
LanguageEnglish
Published United States John Wiley & Sons, Inc 01.06.2017
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Summary:Background Existing treatments for depression are known to have only modest effects, are insufficiently targeted, and are inconsistently utilized, particularly in older adults. Indeed, older adults with impaired cognitive control networks tend to demonstrate poor response to a majority of existing depression interventions. Cognitive control interventions delivered using entertainment software have the potential to not only target the underlying cerebral dysfunction associated with depression, but to do so in a manner that is engaging and engenders adherence to treatment protocol. Methods In this proof‐of‐concept trial (Clinicaltrials.gov #: NCT02229188), individuals with late life depression (LLD) (22; 60+ years old) were randomized to either problem solving therapy (PST, n = 10) or a neurobiologically inspired digital platform designed to enhance cognitive control faculties (Project: EVO™, n = 12). Given the overlapping functional neuroanatomy of mood disturbances and executive dysfunction, we explored the impact of an intervention targeting cognitive control abilities, functional disability, and mood in older adults suffering from LLD, and how those outcomes compare to a therapeutic gold standard. Results EVO participants demonstrated similar improvements in mood and self‐reported function after 4 weeks of treatment to PST participants. The EVO participants also showed generalization to untrained measures of working memory and attention, as well as negativity bias, a finding not evident in the PST condition. Individuals assigned to EVO demonstrated 100% adherence. Conclusions This study provides preliminary findings that this therapeutic video game targeting cognitive control deficits may be an efficacious LLD intervention. Future research is needed to confirm these findings.
Bibliography:https://clinicaltrials.gov/ct2/show/NCT02229188?term=NCT02229188&rank=1
Grant sponsor: National Institute of Mental Health; Contract grant number: K24MH074717.
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ISSN:1091-4269
1520-6394
DOI:10.1002/da.22588