Trials / Completed
CompletedNCT07103785
The Effectiveness of a Mobile Game Intervention in Alcohol Use Disorder
The Effectiveness of a Mobile Game Intervention in Modifying Attentional Bias Toward Alcohol Cues: A Randomized Controlled Trial
- Status
- Completed
- Phase
- N/A
- Study type
- Interventional
- Enrollment
- 60 (actual)
- Sponsor
- University of Yalova · Academic / Other
- Sex
- All
- Age
- 18 Years
- Healthy volunteers
- Not accepted
Summary
The aim of this study was to evaluate the effectiveness of a mobile game application targeting attentional bias modification for alcohol stimuli in patients with Alcohol Use Disorder. Attentional bias is the tendency for individuals to pay more attention to some environmental stimuli than others. Previous evidence suggests that attentional bias for alcohol stimuli is associated with severity of drinking and craving. The research questions are as follows; * Does the developed mobile game application reduce the attentional bias related to alcohol? * Does the developed mobile game application reduce alcohol craving severity? * Does the developed mobile game application reduce the severity of alcohol drinking? The researchers will evaluate the effectiveness of the mobile game, which aims to reduce attentional bias to alcohol stimuli, as standard treatment for Alcohol Use Disorder (medical treatment) versus standard treatment + mobile game application group. Participants, * Comply with the medical treatment prescribed by the doctor * Use the mobile gaming app every other day for one month * Come back in a month for an evaluation * Be available for a telephone interview three months after the first interview
Detailed description
Alcohol Use Disorder (AUD) is a significant public health problem that has far-reaching consequences for the well-being of individuals, families, and society. Recent studies have demonstrated that attentional bias for alcohol-related stimuli is associated with several variables, including alcohol craving, alcohol consumption behavior, and relapse following treatment. Therefore, interventions aimed at modifying attentional bias for alcohol cues have been a subject of scholarly interest. The literature shows that, in addition to psychotherapeutic strategies, computerized versions of conventional attentional bias assessment instruments-referred to as Attentional Bias Modification (ABM)-have been utilized to decrease alcohol-related attentional bias. Some research indicates that ABM training produces results similar to psychotherapeutic treatments. ABM has the benefits of fewer interaction demands, time, and geographical limitations. Gamified ABM methods have displayed encouraging impacts in decreasing craving, substance use, and relapse in different types of addiction. Nevertheless, research assessing gamified ABM treatments in people specifically diagnosed with AUD is still limited. Due to this shortage, an investigation of the effectiveness of gamified ABM treatments for AUD is deemed both timely and essential. Notably, most current ABM games for AUD have been created for desktop and laptop computers. Considering the extensive availability of mobile devices, providing such treatments through mobile devices will likely boost reach and user acceptance. To meet these requirements, the current study created a gamified mobile ABM treatment to decrease attentional bias for alcohol cues in patients diagnosed with AUD. In the first phase, qualitative content analysis was gathered, and expert and patient feedback on the game was analyzed. The game was adjusted, and its final version was prepared according to this feedback. The game's efficacy was tested in a tertiary care hospital in a northwestern province of Türkiye. Sixty subjects were enrolled-30 in the intervention group and 30 in the control group. All the subjects were given standard medical therapy as prescribed by a physician. Besides, the intervention group was also asked to use the mobile game developed for altering alcohol-related attentional bias. They were told to play the game every other day for a month. The participants filled out the Penn Alcohol Craving Scale (PACS), the Alcohol Use Disorders Identification Test (AUDIT), and the Dot-Probe Task as pre- and post-tests. Three months following the post-test, follow-up data were gathered through phone interviews. Statistical analysis through chi-square tests, independent samples t-tests, and linear mixed models will be used to assess intervention efficacy.
Conditions
Interventions
| Type | Name | Description |
|---|---|---|
| OTHER | Mobile game app | The mobile game designed to modify attentional bias toward alcohol-related cues was developed by integrating game elements into a modified version of the dot-probe task. This gamified intervention was installed on the smartphones of participants assigned to the experimental group, and each participant was provided with a unique username and password for access. Participants were instructed to engage with the mobile game every other day over one month. |
| DRUG | Akamprosat or Naltrekson or combined medical treatment (Akamprosat and Naltrekson) | Medicines prescribed by a doctor for the treatment of Alcohol Use Disorder (Akamprosat or Naltrekson or combined medical treatment (Akamprosat and Naltrekson)) |
Timeline
- Start date
- 2024-06-11
- Primary completion
- 2025-05-30
- Completion
- 2025-06-30
- First posted
- 2025-08-05
- Last updated
- 2025-08-05
Locations
1 site across 1 country: Turkey (Türkiye)
Source: ClinicalTrials.gov record NCT07103785. Inclusion in this directory is not an endorsement.