We found that a prescribed regimen of playing CVGs significantly reduced symptoms of clinical depression as measured by the PHQ-9. Clinicians should consider these low-cost CVGs as a possible intervention to address psychological and somatic symptoms associated with depression.
The authors report on the level of posttraumatic stress disorder (PTSD) experienced by fourth-grade children 6 months after Hurricane Floyd and describe the children's efforts to cope with their stress. All of the children they studied were directly affected by the hurricane, secondary to the destruction of their school by floodwaters. The homes of 37% of these children were also flooded. Ninety-five percent of the children experienced at least mild symptoms of PTSD, and 71% had symptoms that were moderate to very severe. Children who reported that their homes were flooded were 3 times more likely to report symptoms than those whose homes were not flooded, and the girls were twice as likely as the boys to report symptoms. The high PTSD prevalence rates are comparable to findings from other studies involving violence in which 94% of the victims reported experiencing symptoms. For further analyses, the authors used symptom clusters of hyperarousal, numbing/avoidance, and reexperiencing symptoms.
The purpose of this study was to examine the relationship of physical activity and cognitive function (as determined by reaction time and the trail-making test) in active versus non-active participants. Participants were divided into one of four groups: active experimental, active control, non-active experimental and non-active control. All groups completed a complex cognitive task (the trail-making test) as well as a set of reaction time tasks both before and after the experimental session. The experimental groups completed a 30-min exercise session while the control groups monitored the physical activity of the experimental group. In addition to the measures of cognitive function, heart rate variability was recorded during the pre- and post-tests. There was significant cognitive performance improvement in tasks with a higher cognitive and perceptual component. Heart rate variability data indicated that a moderate level of arousal based on sympathetic nervous system activity post exercise was associated with an increase in cognitive performance. The findings are discussed in light of the inverted-U hypothesis.
Objective. Anxiety is a typical reaction to stress and when uncontrolled, clinical anxiety disorders may develop. Traditional anxiety interventions have established efficacy; however, they are often costly and stigmatizing. This study examined prescribed casual video game (CVG) play added to an SSRI prescription in reducing symptoms of anxiety compared to a two-medication treatment group. Materials and methods. We used data from a larger study examining depression and CVGs. The Quick Inventory of Depressive Symptomology screened participants for depression using a score of ≥ 5 (mild depression). Participants chose to participate in the alternative (n = 30) or traditional (n = 24) group. Alternative group participants were prescribed CVG play four times per week for 30-45 minutes over a one-month period. Traditional intervention group participants were prescribed a second medication. The State-Trait Anxiety Inventory was used to test hypotheses. Results. Repeated-measures ANOVA demonstrated a significant decrease in state anxiety scores after the one-month prescription and a medium to large effect for the alternative group. Trait anxiety results did not demonstrate significance; however, the group had a medium effect size. Conclusion. Clinicians should consider these non-stigmatizing and low-cost CVGs as a feasible intervention for patients who wish not to take additional medication.
Objective Chronic pain is common in military veterans with traumatic brain injury (TBI) and post-traumatic stress disorder (PTSD). Neurofeedback, or electroencephalograph (EEG) biofeedback, has been associated with lower pain but requires frequent travel to a clinic. The current study examined feasibility and explored effectiveness of neurofeedback delivered with a portable EEG headset linked to an application on a mobile device. Design Open-label, single-arm clinical trial. Setting Home, outside of clinic. Subjects N = 41 veterans with chronic pain, TBI, and PTSD. Method Veterans were instructed to perform “mobile neurofeedback” on their own for three months. Clinical research staff conducted two home visits and two phone calls to provide technical assistance and troubleshoot difficulties. Results N = 36 veterans returned for follow-up at three months (88% retention). During this time, subjects completed a mean of 33.09 neurofeedback sessions (10 minutes each). Analyses revealed that veterans reported lower pain intensity, pain interference, depression, PTSD symptoms, anger, sleep disturbance, and suicidal ideation after the three-month intervention compared with baseline. Comparing pain ratings before and after individual neurofeedback sessions, veterans reported reduced pain intensity 67% of the time immediately following mobile neurofeedback. There were no serious adverse events reported. Conclusions This preliminary study found that veterans with chronic pain, TBI, and PTSD were able to use neurofeedback with mobile devices independently after modest training and support. While a double-blind randomized controlled trial is needed for confirmation, the results show promise of a portable, technology-based neuromodulatory approach for pain management with minimal side effects.
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