Abstract

Cognitive bias modification (CBM) training has been considered a promising and effective intervention tool for reducing cognitive biases toward alcohol. However, the link between the cognitive process and actual behavior remains statistically insignificant because computerized tasks do not have sufficient ecological validity and suffer from high dropout rates. The recent development of 'serious games' has shown encouraging results in maintaining adherence to health-related interventions. We aim to evaluate a CBM program using a gamified attentional bias (AB) training procedure on a touchpad for individuals with alcohol use disorders. Forty-one patients were included in this study, 33 of whom displayed an AB and were randomly assigned into the 'CBM group' (N=18, 16.7% women) or 'Memory group'-which involved playing a memory game-(N=15, no woman). Eight other participants (12.5% women) with no AB comprised the 'Without AB group'. Efficacy was assessed for AB, craving, and inhibition and attentional capacities before and after the program. We observed that the reduction of AB was higher for the 'CBM group' (Mbefore=153.61, SD=172.21; Mafter=18.00, SD=77.71; t (17)=4.21, P=0.001) than for the 'Memory group' (Mbefore=73.20, SD=66.65; Mafter =42.47, SD=113.77; ts<1). The analysis showed that for the 'Without AB group', there was no significant difference in AB (t (7)=-2.15, P=.07) after the program. This study demonstrated an increased reduction of AB for patients included in the CBM program on a touchpad than for patients playing only a memory game.

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