2022
DOI: 10.3390/jcm11071775
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Randomized Clinical Trial Evaluating AcceptME—A Digital Gamified Acceptance and Commitment Early Intervention Program for Individuals at High Risk for Eating Disorders

Abstract: Eating disorders (ED) constitute a serious public health issue affecting predominantly women and appearing typically in adolescence or early adulthood. EDs are extremely difficult to treat, as these disorders are ego-syntonic, and many patients do not seek treatment. It is vital to focus on the development of successful early-intervention programs for individuals presenting at risk and are on a trajectory towards developing EDs. This study is a randomized controlled trial evaluating an innovative digital gamif… Show more

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Cited by 13 publications
(10 citation statements)
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“…Although many studies included in this review incorporated some interactive features in their interventions (i.e., discussion groups, quizzes, and progress monitoring tools), Linardon, Messer, et al (2022) suggest such “rudimentary” features common across most digital programs have little impact on enhancing outcomes; instead, more advanced technological features (i.e., chatbots, gamification) may be needed to boost engagement, particularly for younger people. While more recent digital programs have begun to incorporate more advanced features (Fitzsimmons‐Craft et al, 2022; Karekla et al, 2022), it is not yet clear whether these features lead to improved retention amongst younger people or not. Thus, it may be useful for future research to explore how advanced technological features impact engagement across age groups, as this may shed light on whether there are specific features that may boost retention amongst young people.…”
Section: Discussionmentioning
confidence: 99%
“…Although many studies included in this review incorporated some interactive features in their interventions (i.e., discussion groups, quizzes, and progress monitoring tools), Linardon, Messer, et al (2022) suggest such “rudimentary” features common across most digital programs have little impact on enhancing outcomes; instead, more advanced technological features (i.e., chatbots, gamification) may be needed to boost engagement, particularly for younger people. While more recent digital programs have begun to incorporate more advanced features (Fitzsimmons‐Craft et al, 2022; Karekla et al, 2022), it is not yet clear whether these features lead to improved retention amongst younger people or not. Thus, it may be useful for future research to explore how advanced technological features impact engagement across age groups, as this may shed light on whether there are specific features that may boost retention amongst young people.…”
Section: Discussionmentioning
confidence: 99%
“…In a study concerning diabetes type 1, the participants themselves were responsible for developing a video as part of the intervention ( Massouh et al, 1989 ). In another study, participants guided a fictional character through a gamified intervention ( Karekla et al, 2022 ) and in a third study, participants in a substance use prevention program had the option to select content that interested them and respond to questions via a mobile phone application ( Haug et al, 2021 ). Although the video development intervention by Massouh et al (1989) did not yield a significant effect, the two more recent digitally delivered interventions both reported significant results, at least for some of the main outcomes.…”
Section: Resultsmentioning
confidence: 99%
“…Children and adolescents One RCT randomized adolescent girls at high-risk for EDs (based on WCS score) to either AcceptME , intervention (n = 62) or waitlist control (n = 30) [ 78 ]. Compared to controls, participants in the intervention group had significantly lower weight and shape concerns at the end of the program, with effects maintained at 1-month follow-up.…”
Section: Resultsmentioning
confidence: 99%