digital therapeutics

数字疗法
  • 文章类型: Journal Article
    数字认知行为疗法的传播是治疗广大人群失眠的一种有希望的方法。目前的证据支持数字格式的有效性,但临床结果往往受到对照组选择和缺乏深入治疗措施的限制。本研究旨在研究数字认知行为疗法与自我监测应用相比的具体效果。符合失眠标准的参与者被随机分配(1:1)到8周的数字认知行为治疗或8周的数字睡眠监测(控制应用)。主要结果,失眠的严重程度,在基线评估,随机化后8周和16周。次要结果包括通过应用整合的睡眠日记和活动记录评估睡眠。拟合线性混合模型以评估组间差异。56名参与者(48名女性,平均年龄:M=45.55±13.70岁)随机接受数字认知行为治疗(n=29)或数字睡眠监测(n=27)。在随机化后8周和16周,大的治疗效果(d=0.87-1.08)表明数字认知行为治疗组失眠严重程度的显著降低(分别为-3.70和-2.97;p≤0.003),相对于数字睡眠监测。对于自我报告和活动记录得出的睡眠连续性变量,也发现了有利于数字认知行为疗法的治疗效果。表明在整个8周的干预期间睡眠有所改善。我们的研究加强了数字认知行为疗法在实现失眠患者临床改善中的作用。确认先前的发现并支持认知行为疗法的特定效果。
    Dissemination of digital cognitive behavioural therapy is a promising approach for treating insomnia in the broad population. Current evidence supports the effectiveness of the digital format, but clinical findings are often limited by the choice of control group and lack of in-depth therapeutic measures. This study was designed to investigate the specific effects of digital cognitive behavioural therapy in comparison to a self-monitoring application. Participants meeting criteria for insomnia were randomly allocated (1:1) to 8 weeks of digital cognitive behavioural therapy or 8 weeks of digital sleep monitoring (control application). The primary outcome, insomnia severity, was assessed at baseline, 8- and 16-weeks post-randomisation. Secondary outcomes included the assessment of sleep via application-integrated sleep diaries and actigraphy. Linear-mixed models were fitted to assess between-group differences. Fifty-six participants (48 females, mean age: M = 45.55 ± 13.70 years) were randomised to either digital cognitive behavioural therapy (n = 29) or digital sleep monitoring (n = 27). At 8- and 16-weeks post-randomisation, large treatment effects (d = 0.87-1.08) indicated robust reductions (-3.70 and -2.97, respectively; p ≤ 0.003) in insomnia severity in the digital cognitive behavioural therapy arm, relative to digital sleep monitoring. Treatment effects in favour of digital cognitive behavioural therapy were also found for self-reported and actigraphy-derived sleep continuity variables, indicating that sleep improved throughout the 8-week intervention period. Our study reinforces the role of digital cognitive behavioural therapy in achieving clinical improvements for patients with insomnia, affirming previous findings and supporting the specific effects of cognitive behavioural therapy.
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  • 文章类型: Journal Article
    注意缺陷/多动症(ADHD)的诊断基于精神科医生对症状的临床评估,参考心理测试的结果。诊断多动症时,孩子在现实生活中的行为和功能是关键的组成部分。然而,临床医生的直接观察在实践中往往是不可行的。因此,这些信息通常是从主要护理人员或教师那里收集的,这可以引入主观因素。为了克服这些限制,我们开发了AttnKare-D,一种创新的数字诊断工具,可以使用人工智能在虚拟现实中分析儿童的行为数据。这项研究的目的是探讨AttnKare-D用于临床应用的实用性和安全性。
    本研究招募了21名年龄在6至12岁之间的儿童。其中,15名被诊断患有多动症的儿童,5个是正常对照组的一部分,1名儿童因撤回同意而被排除。心理评估,包括K-WISC,ConnersCPT,K-ARS,K-CBCL,对参与者及其主要护理人员进行了研究。儿童和青少年精神科医生根据全面的面对面评估和心理评估结果确认了多动症的诊断。参与者通过在VR环境中执行各种认知和行为任务来进行VR诊断评估。使用AI模型分析收集的数据,以评估ADHD诊断和症状的严重程度。
    AttnKare-D与儿童和青少年精神科医生的诊断相比,其诊断能力为0.893,在18.44的截止评分下显示0.8的灵敏度和1.0的特异性。AttnKare-D分数与父母和专家评定的K-ARS分数高度相关,尽管注意力不集中评分的相关性相对较低。
    这项研究的结果表明,AttnKare-D可以成为诊断儿童ADHD的有用工具。这种方法有可能克服当前诊断方法的局限性,提高ADHD诊断的准确性和客观性。本研究为进一步改进和研究整合VR和AI技术的诊断工具奠定了基础。对于未来的临床应用,有必要进行涉及足够数量参与者的临床试验,以确保可靠使用。
    UNASSIGNED: Diagnosis of Attention Deficit/Hyperactivity Disorder (ADHD) is based on clinical evaluation of symptoms by a psychiatrist, referencing results of psychological tests. When diagnosing ADHD, the child\'s behavior and functionality in real-life situations are critical components. However, direct observation by a clinician is often not feasible in practice. Therefore, such information is typically gathered from primary caregivers or teachers, which can introduce subjective elements. To overcome these limitations, we developed AttnKare-D, an innovative digital diagnostic tool that could analyze children\'s behavioral data in Virtual Reality using Artificial Intelligence. The purpose of this study was to explore the utility and safety of AttnKare-D for clinical application.
    UNASSIGNED: A total of 21 children aged between 6 and 12 years were recruited for this study. Among them, 15 were children diagnosed with ADHD, 5 were part of a normal control group, and 1 child was excluded due to withdrawal of consent. Psychological assessments, including K-WISC, Conners CPT, K-ARS, and K-CBCL, were conducted for participants and their primary caregivers. Diagnoses of ADHD were confirmed by child and adolescent psychiatrists based on comprehensive face-to-face evaluations and results of psychological assessments. Participants underwent VR diagnostic assessment by performing various cognitive and behavioral tasks in a VR environment. Collected data were analyzed using an AI model to assess ADHD diagnosis and the severity of symptoms.
    UNASSIGNED: AttnKare-D demonstrated diagnostic performance with an AUC of 0.893 when compared to diagnoses made by child and adolescent psychiatrist, showing a sensitivity of 0.8 and a specificity of 1.0 at a cut-off score of 18.44. AttnKare-D scores showed a high correlation with K-ARS scores rated by parents and experts, although the correlation was relatively low for inattention scores.
    UNASSIGNED: Results of this study suggest that AttnKare-D can be a useful tool for diagnosing ADHD in children. This approach has potential to overcome limitations of current diagnostic methods, enhancing the accuracy and objectivity of ADHD diagnoses. This study lays the groundwork for further improvement and research on diagnostic tools integrating VR and AI technologies. For future clinical applications, it is necessary to conduct clinical trials involving a sufficient number of participants to ensure reliable use.
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  • 文章类型: Journal Article
    背景:使用基于虚拟现实(VR)的生物反馈(BF),一种相对较新的干预措施,是抑郁和焦虑症状的非药物治疗。然而,对基于VR的BF的研究缺乏且尚无定论。
    方法:从社区招募了131名成年人。在患者健康问卷-9(PHQ-9)上得分≥10或在恐慌症严重程度量表(PDSS)上得分≥9的参与者被纳入有抑郁或焦虑症状的组(DAS组),其他作为健康对照组(HC组)。来自DAS组的参与者被随机分配到基于VR或常规BF干预。3次(第0周、第2周和第4周)访问的所有个人,并完成了蒙哥马利-阿斯伯格抑郁量表(MADRS),状态特质焦虑量表(STAI),以及干预前后的视觉模拟量表(VAS),和PHQ-9在开始和最后访问。
    结果:分析共包括118名参与者(DAS/VR:40,DAS/BF:38,HC/VR:40)。三组之间的人口统计学变量没有显着差异。干预之后,DAS/VR和DAS/BF组MADRS显著下降,PHQ-9,STAI,和VAS评分与每组基线相比(p<0.005)。基于VR的BF与常规BF的效果之间没有显着差异。在接受基于VR的BF后,HC组的抑郁和焦虑指标也显着下降。
    结论:基于VR的BF可有效减少抑郁和焦虑症状,即使是HC组的阈值下抑郁和焦虑症状。
    BACKGROUND: The use of virtual reality (VR)-based biofeedback (BF), a relatively new intervention, is a non-pharmacological treatment of depressive and anxiety symptoms. However, studies on VR-based BF are lacking and inconclusive.
    METHODS: A total of 131 adults were recruited from the community. Participants who scored ≥10 on the Patient Health Questionnaire-9 (PHQ-9) or ≥9 on the Panic Disorder Severity Scale (PDSS) were included in the group with depressive or anxiety symptoms (DAS group), and others as the healthy control group (HC group). Participants from the DAS group were randomly assigned to VR-based or conventional BF intervention. All individuals visited at three times (weeks 0, 2, and 4), and completed the Montgomery-Asberg Depression Rating Scale (MADRS), the State-Trait Anxiety Inventory (STAI), and a visual analog scale (VAS) before and after the intervention, and PHQ-9 at the beginning and final visit.
    RESULTS: The analysis included a total of 118 participants (DAS/VR: 40, DAS/BF: 38, HC/VR: 40). There was no significant difference in demographic variables among the three groups. After the intervention, the DAS/VR group exhibited significant decreases in MADRS (70.0 %), PHQ-9 (64.1 %), STAI (29.5 %), and VAS (61.7 %) scores compared to the baseline (p <0.001). There were no significant differences between the effects of VR-based BF and conventional BF with a therapist. The HC group also showed significant decreases in the measures of depression and anxiety after receiving VR-based BF.
    CONCLUSIONS: VR-based BF was effective in reducing depressive and anxiety symptoms, even for subthreshold depression and anxiety symptoms in the HC group.
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  • 文章类型: Journal Article
    Exergaming有可能通过游戏增加对锻炼的坚持,个性化培训,和(在线)远程监控。RealityDigitalTherapeutics(RealityDTx®)是用于增强现实(AR)眼镜的数字治疗软件平台,可实现专门为帕金森氏症(pwPD)患者设计的基于家庭的步态和平衡运动干预。
    主要目标是评估RealityDTx®AR运动干预改善步态的可行性和潜在功效,balance,和步行适应性跌倒风险指标。次要目标是评估AR眼镜的潜在优势[MagicLeap2(ML2)与HoloLens2(HL2)]。
    这项等待名单控制的临床可行性研究包括三次实验室访视(基线、干预前和干预后),家访,以及为期6周的AR运动干预。远程规定了五个互补的步态和平衡运动游戏(默认为五个会话/周,30分钟/会话),监控,和量身定制的。在安全性方面进行了可行性评估,坚持,和用户体验。在实验室访问期间,使用标准临床步态和平衡测试和高级步行适应性跌倒风险评估来评估步态和平衡能力.
    总共,24pwPD参加。据报道没有跌倒和四个附近跌倒。会话依从性为104%。RealityDTx®的用户体验问卷得分从高于平均水平到优秀不等,在明晰性和可靠性方面,HL2得分优于ML2。在计时和围棋测试中观察到了干预效果(尽管很小),五次坐以待毙,步行速度。步行适应性跌倒风险指标均改善了干预后。
    RealityDTx®是安全的,可附着的,可用,被广泛接受,以及pwPD的潜在有效干预。这些有希望的结果保证了未来的随机对照试验(成本)有效性的家庭为基础的AR运动干预措施,以改善步态,balance,跌倒风险。
    ClinicalTrials.gov,标识符NCT05605249。
    UNASSIGNED: Exergaming has the potential to increase adherence to exercise through play, individually tailored training, and (online) remote monitoring. Reality Digital Therapeutics (Reality DTx®) is a digital therapeutic software platform for augmented reality (AR) glasses that enables a home-based gait-and-balance exergaming intervention specifically designed for people with Parkinson\'s disease (pwPD).
    UNASSIGNED: The primary objective was to evaluate the feasibility and potential efficacy of Reality DTx® AR exergaming intervention for improving gait, balance, and walking-adaptability fall-risk indicators. The secondary objective was to evaluate the potential superiority of AR glasses [Magic Leap 2 (ML2) vs. HoloLens 2 (HL2)].
    UNASSIGNED: This waitlist-controlled clinical feasibility study comprised three laboratory visits (baseline; pre-intervention; and post-intervention), a home visit, and a 6-week AR exergaming intervention. Five complementary gait-and-balance exergames were remotely prescribed (default five sessions/week of 30 active minutes/session), monitored, and tailored. Feasibility was assessed in terms of safety, adherence, and user experience. During laboratory visits, gait-and-balance capacity was assessed using standard clinical gait-and-balance tests and advanced walking-adaptability fall-risk assessments.
    UNASSIGNED: In total, 24 pwPD participated. No falls and four near falls were reported. Session adherence was 104%. The User Experience Questionnaire scores for Reality DTx® ranged from above average to excellent, with superior scores for HL2 over ML2 for Perspicuity and Dependability. Intervention effects were observed for the Timed Up and Go test (albeit small), the Five Times Sit to Stand test, and walking speed. Walking-adaptability fall-risk indicators all improved post-intervention.
    UNASSIGNED: Reality DTx® is a safe, adherable, usable, well-accepted, and potentially effective intervention in pwPD. These promising results warrant future randomized controlled trials on the (cost-)effectiveness of home-based AR exergaming interventions for improving gait, balance, and fall risk.
    UNASSIGNED: ClinicalTrials.gov, identifier NCT05605249.
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  • 文章类型: Journal Article
    目的:虽然国际指南提倡采用多方面的方法来治疗涉及体力活动的勃起功能障碍(ED),心理支持,和教育,结构化程序很少见。为了解决这个差距,开发了一种基于应用程序的疗法,提供系统的方法。这个随机的,一项单盲对照试验旨在评估基于app的治疗改善ED的有效性.
    方法:共有241例(49.74,标准差12.73年)ED(国际勃起功能指数[IIEF]-5<22)患者被随机分配到12周的应用基础治疗(治疗组[TG],n=122)或应用程序的等待列表,并继续其当前管理协议(控制组[CG],n=119)。包括长期服用ED药物的患者,但随后对开始新药物治疗的患者进行排除.共同终点是勃起功能(IIEF-5)从基线到12周的改善,疾病相关生活质量(QOL-Med-15),和患者激活(患者激活测量[PAM-13])。
    勃起功能(IIEF-5)在TG组中提高了4.5分,而在CG组中提高了0.2分(p<0.0001,95%置信区间[CI]3.4-5.0)。TG组的生活质量(QOL-Med)比CG组的-0.0分提高了20.5分(p<0.0001,95%CI19.2-26.0)。与CG组的0.6分相比,TG组的患者激活(PAM-13)提高了11.2分(p<0.0001,95%CI9.1-13.6)。磷酸二酯酶5型抑制剂的摄入对所有观察到的治疗效果没有影响。
    结论:基于App的ED患者治疗提供了显著的,有临床意义的改善。生活质量和患者激活也显著提高。该计划有可能改变ED治疗的临床实践。
    结果:一种治疗应用程序改善了勃起功能障碍男性的性功能和整体健康状况,带来更好的生活质量。
    OBJECTIVE: While international guidelines advocate for a multifaceted approach to treating erectile dysfunction (ED) involving physical activities, psychological support, and education, structured programs are infrequent. To address this gap, an app-based therapy was developed, offering a systematic approach. This randomized, single-blind controlled trial aimed to assess the effectiveness of an app-based therapeutic in improving ED.
    METHODS: A total of 241 patients (49.74, standard deviation 12.73 yr) with ED (International Index of Erectile Function [IIEF]-5 <22) were randomized to the 12-wk app-based therapy (treatment group [TG], n = 122) or a waiting list for the app with continuation of their current management protocol (control group [CG], n = 119). Patients on long-term medication for ED were included, but subsequent exclusion occurred for those starting new medication. Coprimary endpoints were improvements from baseline to 12 wk in erectile function (IIEF-5), disease-related quality of life (QOL-Med-15), and patient activation (Patient Activation Measure [PAM-13]).
    UNASSIGNED: Erectile function (IIEF-5) improved by 4.5 points in the TG versus 0.2 points in the CG (p < 0.0001, 95% confidence interval [CI] 3.4-5.0) group. Quality of life (QOL-Med) improved by 20.5 points in the TG versus -0.0 points in the CG (p < 0.0001, 95% CI 19.2-26.0) group. Patient activation (PAM-13) improved by 11.2 points in the TG versus 0.6 points in the CG (p < 0.0001, 95% CI 9.1-13.6) group. Phosphodiesterase type 5 inhibitor intake had no influence on all observed treatment effects.
    CONCLUSIONS: App-based therapy of patients with ED provided a significant, clinically meaningful improvement. Quality of life and patient activation were also enhanced significantly. This program has the potential to change clinical practice in the treatment of ED.
    RESULTS: A therapy app improved sexual function and overall well-being for men experiencing erectile dysfunction, leading to better quality of life.
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  • 文章类型: Journal Article
    数字减肥干预为传统治疗提供了可行且具有成本效益的替代方案。然而,需要进一步的证据来确定两种方法的同等有效性。这项随机对照非劣效性试验旨在比较强化的当面减肥干预计划与Vitadio数字治疗的效果。100名肥胖并被诊断为2型糖尿病的患者,前驱糖尿病,纳入或胰岛素抵抗,并随机分配到两个治疗组之一.在6个月的时间里,对照组接受了五次专门治疗肥胖的医生的面对面咨询,营养师和/或营养护士,而干预组遵循基于多模式治疗方法的数字程序。评估并比较各组之间的体重减轻程度。此外,分析了数字干预组的身体成分和代谢参数的变化。研究结果表明,两种治疗方法对减轻体重的有效性相当。Vitadio的积极作用进一步通过干预组的身体成分和脂质代谢的有利变化以及改善的血糖控制得到证明。这些发现表明,Vitadio是帮助患者控制肥胖和预防糖尿病进展的有效工具。
    Digital weight loss interventions present a viable and cost-effective alternative to traditional therapy. However, further evidence is needed to establish the equal effectiveness of both approaches. This randomized controlled non-inferiority trial aimed to compare the effects of an intensive in-person weight loss intervention program with Vitadio digital therapy. One hundred patients with obesity and diagnosed with type 2 diabetes, prediabetes, or insulin resistance were enrolled and randomly assigned to one of the two treatment groups. Over a 6-month period, the control group received five in-person consultations with a physician who specialized in obesity treatment, a dietitian and/or a nutrition nurse, while the intervention group followed the digital program based on a multimodal therapeutic approach. The extent of weight loss was assessed and compared between the groups. Additionally, changes in body composition and metabolic parameters for the digital intervention group were analyzed. The study results demonstrated comparable effectiveness of both treatments for weight reduction. The positive effects of Vitadio were further evidenced by favorable changes in body composition and lipid metabolism and improved glycemic control in the intervention group. These findings suggest that Vitadio is an effective tool for assisting patients with managing obesity and preventing diabetes progression.
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  • 文章类型: Journal Article
    背景:视野缺陷(VFD)代表中风后并发症,以视野中看不见的部分为特征。视觉感知学习(VPL)涉及盲区中重复的视觉训练,可有效恢复皮质盲的视野敏感度。这个当前的多中心,双盲,随机化,对照临床试验研究了基于VPL的数字疗法(NunapVision[NV])治疗卒中后VFD的有效性和安全性。
    方法:将患有VFD的中风门诊患者(中风发作后6个月)随机分为NV(有缺陷的现场训练)或Nunap视觉控制(NV-C,中央实地培训)小组。两种干预措施都提供了视觉感知训练,由方向组成,旋转,和深度歧视,通过虚拟现实头戴式显示设备每周5天,共12周。两组在基线和12周随访时使用汉弗莱视野(HVF)测试进行VFD评估。最终分析包括完成研究的人(NV,n=40;NV-C,n=35)。疗效测量包括改善的视觉面积(灵敏度≥6dB)和12周期间HVF评分的变化。
    结果:合规率高,NV和NV-C训练改善了缺陷半场(>72度2)和整个场(>108度2)的视觉区域,尽管组间没有显着差异,但仍有临床意义的改善。根据集团内部分析,在NV训练后(p=.03),但在NV-C训练后(p=.12),缺陷偏场的平均总偏差得分有所改善。
    结论:当前的试验表明,基于VPL的数字治疗可能会在卒中后VFD患者中引起有临床意义的视觉改善。然而,治疗效果的组间差异未发现,因为NV-C训练表现出与NV训练相当的意外改善,可能是由于学习迁移效应。
    BACKGROUND: Visual field defects (VFDs) represent a debilitating poststroke complication, characterized by unseen parts of the visual field. Visual perceptual learning (VPL), involving repetitive visual training in blind visual fields, may effectively restore visual field sensitivity in cortical blindness. This current multicenter, double-blind, randomized, controlled clinical trial investigated the efficacy and safety of VPL-based digital therapeutics (Nunap Vision [NV]) for treating poststroke VFDs.
    METHODS: Stroke outpatients with VFDs (>6 months after stroke onset) were randomized into NV (defective field training) or Nunap Vision-Control (NV-C, central field training) groups. Both interventions provided visual perceptual training, consisting of orientation, rotation, and depth discrimination, through a virtual reality head-mounted display device 5 days a week for 12 weeks. The two groups received VFD assessments using Humphrey visual field (HVF) tests at baseline and 12-week follow-up. The final analysis included those completed the study (NV, n = 40; NV-C, n = 35). Efficacy measures included improved visual area (sensitivity ≥6 dB) and changes in the HVF scores during the 12-week period.
    RESULTS: With a high compliance rate, NV and NV-C training improved the visual areas in the defective hemifield (>72 degrees2) and the whole field (>108 degrees2), which are clinically meaningful improvements despite no significant between-group differences. According to within-group analyses, mean total deviation scores in the defective hemifield improved after NV training (p = .03) but not after NV-C training (p = .12).
    CONCLUSIONS: The current trial suggests that VPL-based digital therapeutics may induce clinically meaningful visual improvements in patients with poststroke VFDs. Yet, between-group differences in therapeutic efficacy were not found as NV-C training exhibited unexpected improvement comparable to NV training, possibly due to learning transfer effects.
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  • 文章类型: Journal Article
    背景:儿童和青少年脑震荡是一个重要的公共卫生问题,30%到35%的患者有长期情绪风险,认知,睡眠,或身体症状。这些症状对儿童的生活质量产生负面影响,同时干扰他们参与重要的神经发育活动,如学业,社会化,和体育。脑震荡后的早期心理干预可能会提高调节情绪和适应伤后症状的能力。导致对变化的更大接受度;减少压力;和身体恢复,情感,和认知症状。
    目的:本研究的主要目的是评估进行平行组(1:1)随机对照试验(RCT)的可行性,以评估12至<18岁青少年的数字治疗(DTx)正念干预(MBI)。注意力匹配的比较器干预(以前的RCT中也使用的数学游戏)将在同一DTx平台上交付。两组都将获得标准的护理指南。次要目标是检查生活质量的干预趋势;韧性;自我效能感;认知,如注意力,工作记忆,和执行功能;症状负担;以及脑震荡后4周的焦虑和抑郁评分,这将提供更明确的RCT。子样本将用于检查随机分配到实验干预组的那些与随机分配到对照组的那些相比是否具有不同的基于脑的成像模式。
    方法:本研究是加拿大卫生部规范的一项双盲试验。共有70名参与者将在脑震荡后7天内注册,并随机分配接受为期4周的DTxMBI(实验组)或比较干预。可行性将根据招聘率进行评估,两种干预措施的治疗依从性,和保留。所有结果指标将在干预前(受伤后7天内)以及受伤后1、2和4周进行评估。60名参与者的子集将在招募后的72小时内和4周内进行磁共振成像,以确定脑震荡后青少年MBI训练潜在益处的神经生理机制。
    结果:招聘于2022年10月开始,数据收集预计将于2024年9月完成。数据收集和管理仍在进行中;因此,数据分析尚未进行。
    结论:该试验将确认可行性并解决不确定性,以告知未来确定的多中心疗效RCT。如果证明有效,对于有长期脑震荡后症状和并发症风险的青少年,基于智能手机的MBI有可能成为一种可获得且低风险的预防性治疗.
    背景:ClinicalTrials.govNCT05105802;https://classic.clinicaltrials.gov/ct2/show/NCT05105802.
    DERR1-10.2196/57226。
    BACKGROUND: Concussion in children and adolescents is a significant public health concern, with 30% to 35% of patients at risk for prolonged emotional, cognitive, sleep, or physical symptoms. These symptoms negatively impact a child\'s quality of life while interfering with their participation in important neurodevelopmental activities such as schoolwork, socializing, and sports. Early psychological intervention following a concussion may improve the ability to regulate emotions and adapt to postinjury symptoms, resulting in the greater acceptance of change; reduced stress; and recovery of somatic, emotional, and cognitive symptoms.
    OBJECTIVE: The primary objective of this study is to assess the feasibility of conducting a parallel-group (1:1) randomized controlled trial (RCT) to evaluate a digital therapeutics (DTx) mindfulness-based intervention (MBI) in adolescents aged 12 to <18 years. The attention-matched comparator intervention (a math game also used in previous RCTs) will be delivered on the same DTx platform. Both groups will be provided with the standard of care guidelines. The secondary objective is to examine intervention trends for quality of life; resilience; self-efficacy; cognition such as attention, working memory, and executive functioning; symptom burden; and anxiety and depression scores at 4 weeks after concussion, which will inform a more definitive RCT. A subsample will be used to examine whether those randomized to the experimental intervention group have different brain-based imaging patterns compared with those randomized to the control group.
    METHODS: This study is a double-blind Health Canada-regulated trial. A total of 70 participants will be enrolled within 7 days of concussion and randomly assigned to receive the 4-week DTx MBI (experimental group) or comparator intervention. Feasibility will be assessed based on the recruitment rate, treatment adherence to both interventions, and retention. All outcome measures will be evaluated before the intervention (within 7 days after injury) and at 1, 2, and 4 weeks after the injury. A subset of 60 participants will undergo magnetic resonance imaging within 72 hours and at 4 weeks after recruitment to identify the neurophysiological mechanisms underlying the potential benefits from MBI training in adolescents following a concussion.
    RESULTS: The recruitment began in October 2022, and the data collection is expected to be completed by September 2024. Data collection and management is still in progress; therefore, data analysis is yet to be conducted.
    CONCLUSIONS: This trial will confirm the feasibility and resolve uncertainties to inform a future definitive multicenter efficacy RCT. If proven effective, a smartphone-based MBI has the potential to be an accessible and low-risk preventive treatment for youth at risk of experiencing prolonged postconcussion symptoms and complications.
    BACKGROUND: ClinicalTrials.gov NCT05105802; https://classic.clinicaltrials.gov/ct2/show/NCT05105802.
    UNASSIGNED: DERR1-10.2196/57226.
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  • 文章类型: Journal Article
    背景:尽管自我指导的数字干预对青少年脑震荡恢复有希望的好处,此类干预措施的流失率很高。证据表明,成年人可以通过自我指导的数字干预来发展治疗联盟,这反过来又与干预参与有关。然而,尚无研究调查青少年是否与自我指导的数字干预措施发展治疗联盟,以及哪些因素对其发展很重要.此外,社会存在——数字接触在多大程度上感觉它们是在人身上发生的——可能是理解青少年和自我引导数字干预之间联系性质的另一个相关因素,尽管这还有待于探索。
    目的:这项定性研究探讨了从脑震荡中恢复的青少年在使用基于自我指导的数字正念干预期间发展治疗联盟和社会存在的程度。此外,本研究旨在确定对青少年发展治疗联盟和社会存在的重要因素。
    方法:从2个地点招募年龄在12至17.99岁之间的持续脑震荡的青少年:脑震荡后48小时的儿科急诊科和脑震荡后1个月以上的三级护理诊所,以捕获脑震荡后有急性和持续症状的青少年。参与者(N=10)通过智能手机应用程序完成了为期4周的基于正念的干预。在app中,参与者听取了正念指南(配音演员)的录音,讲述了心理教育和正念实践。4周时,参与者完成了问卷调查和半结构化访谈,探讨了他们在干预中使用正念指南进行治疗联盟和社交活动的经验。
    结果:在定性结果中确定的主题表明,参与者通过“与正念指南建立真正的联系”和“感知真实的人”来发展治疗联盟和社会存在。“对治疗联盟和社会存在的发展特别重要的是正念指南”个人背景和声音,“通过了解有关他们的信息并通过指南,参与者感到与指南的联系更加紧密。定量结果支持定性结果;参与者治疗联盟的平均得分远高于量表中点,虽然社会存在测量的混合结果与定性发现一致,参与者认为正念指南似乎是真实的,但并不像面对面的联系那样真实。
    结论:我们的数据表明,青少年可以在没有直接接触的情况下使用数字干预措施时发展治疗联盟和社会存在。青少年通过自我指导的数字干预来发展治疗联盟和社会存在,可以通过提高类似人类的素质来支持(例如,真实的声音)在干预中。最大化治疗联盟和社会存在可能是一种有希望的方法,可以减少自我指导的数字干预中的减员,同时提供可访问的治疗。
    Despite the promising benefits of self-guided digital interventions for adolescents recovering from concussion, attrition rates for such interventions are high. Evidence suggests that adults can develop therapeutic alliance with self-guided digital interventions, which is in turn associated with intervention engagement. However, no research has examined whether adolescents develop therapeutic alliance with self-guided digital interventions and what factors are important to its development. Additionally, social presence-the extent to which digital encounters feel like they are occurring in person-may be another relevant factor to understanding the nature of the connection between adolescents and a self-guided digital intervention, though this has yet to be explored.
    This qualitative study explored the extent to which adolescents recovering from concussion developed therapeutic alliance and social presence during their use of a self-guided digital mindfulness-based intervention. Additionally, this study aimed to determine factors important to adolescents\' development of therapeutic alliance and social presence with the intervention.
    Adolescents aged between 12 and 17.99 years who sustained a concussion were recruited from 2 sites: a pediatric emergency department up to 48 hours after a concussion and a tertiary care clinic over 1 month following a concussion to capture adolescents who had both acute and persisting symptoms after concussion. Participants (N=10) completed a 4-week mindfulness-based intervention delivered through a smartphone app. Within the app, participants listened to audio recordings of mindfulness guides (voice actors) narrating psychoeducation and mindfulness practices. At 4 weeks, participants completed questionnaires and a semistructured interview exploring their experience of therapeutic alliance and social presence with the mindfulness guides in the intervention.
    Themes identified within the qualitative results revealed that participants developed therapeutic alliance and social presence by \"developing a genuine connection\" with their mindfulness guides and \"sensing real people.\" Particularly important to the development of therapeutic alliance and social presence were the mindfulness guides\' \"personal backgrounds and voices,\" such that participants felt more connected to the guides by knowing information about them and through the guides\' calm tone of voice in audio recordings. Quantitative findings supported qualitative results; participants\' average score for therapeutic alliance was far above the scale midpoint, while the mixed results for social presence measures aligned with qualitative findings that participants felt that the mindfulness guides seemed real but not quite as real as an in-person connection would.
    Our data suggest that adolescents can develop therapeutic alliance and social presence when using digital interventions with no direct human contact. Adolescents\' development of therapeutic alliance and social presence with self-guided digital interventions can be bolstered by increasing human-like qualities (eg, real voices) within interventions. Maximizing therapeutic alliance and social presence may be a promising way to reduce attrition in self-guided digital interventions while providing accessible treatment.
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  • 文章类型: Journal Article
    背景:增加体力活动可改善2型糖尿病(T2D)患者的血糖控制。移动健康(mHealth)干预措施已被证明可以增加运动,但是订婚往往随着时间的推移而消失。由于在mHealth设计中使用健康行为理论可以提高有效性,我们开发了StepAdd,基于社会认知理论(SCT)构建的移动健康干预。StepAdd通过使用目标设定来提高运动行为的自我效能感和自我调节能力,屏障识别,和障碍应对策略,以及自动反馈功能。在33名T2D患者中进行的StepAdd的单臂试点研究显示,步数大幅增加(平均变化为4714,SD3638日步数或86.7%),随着BMI(平均变化-0.3kg/m2)和血红蛋白A1c水平(平均变化-0.79个百分点)的显著改善。
    目的:在本研究中,我们的目的是研究StepAdd的疗效和安全性,针对T2D患者的m健康运动支持系统,通过一个大的,长,以及对试点研究的受控随访。
    方法:这是一个随机的,开放标签,针对来自日本5个机构的160名T2D患者进行24周干预的多中心研究。干预组将记录每日步数,体重,和使用基于SCT的移动应用程序的血压,StepAdd,并接收有关这些测量的反馈。此外,他们将设定每周步数目标,识别行走的个人障碍,并确定克服这些障碍的策略。对照组将记录每日步数,体重,使用非基于SCT的安慰剂应用程序和血压。两组都将每月与医生进行咨询,医生将就生活方式的改变和应用程序的使用向患者提供建议。在24周的干预期之后,将进行12周的观察期,以调查干预效果的可持续性。主要结果是24周时血红蛋白A1c值变化的组间差异。次要结果包括其他健康措施,步骤的测量,其他行为变化的测量,和应用程序使用评估。该试验于2023年1月开始,计划于2025年12月完成。
    结果:截至2023年9月5日,我们招募了44名患者。我们预计该试验将于2025年10月8日完成,随访观察期将于2025年12月31日完成。
    结论:该试验将为基于SCT的mHealth干预在改善T2D患者身体活动和血糖控制方面的有效性提供重要证据。如果这项研究证明干预措施是有效和安全的,这可能是mHealth整合为日本T2D患者接受的标准治疗的关键一步。
    背景:日本临床试验注册中心(JRCT)jRCT2032220603;https://rctportal。尼夫.走吧。jp/en/detail?trial_id=jRCT2032220603。
    DERR1-10.2196/53514。
    BACKGROUND: Increasing physical activity improves glycemic control in patients with type 2 diabetes (T2D). Mobile health (mHealth) interventions have been proven to increase exercise, but engagement often fades with time. As the use of health behavior theory in mHealth design can increase effectiveness, we developed StepAdd, an mHealth intervention based on the constructs of social cognitive theory (SCT). StepAdd improves exercise behavior self-efficacy and self-regulation through the use of goal-setting, barrier-identifying, and barrier-coping strategies, as well as automatic feedback functions. A single-arm pilot study of StepAdd among 33 patients with T2D showed a large increase in step count (mean change of 4714, SD 3638 daily steps or +86.7%), along with strong improvements in BMI (mean change of -0.3 kg/m2) and hemoglobin A1c level (mean change of -0.79 percentage points).
    OBJECTIVE: In this study, we aim to investigate the efficacy and safety of StepAdd, an mHealth exercise support system for patients with T2D, via a large, long, and controlled follow-up to the pilot study.
    METHODS: This is a randomized, open-label, multicenter study targeting 160 patients with T2D from 5 institutions in Japan with a 24-week intervention. The intervention group will record daily step counts, body weight, and blood pressure using the SCT-based mobile app, StepAdd, and receive feedback about these measurements. In addition, they will set weekly step count goals, identify personal barriers to walking, and define strategies to overcome these barriers. The control group will record daily step counts, body weight, and blood pressure using a non-SCT-based placebo app. Both groups will receive monthly consultations with a physician who will advise patients regarding lifestyle modifications and use of the app. The 24-week intervention period will be followed by a 12-week observational period to investigate the sustainability of the intervention\'s effects. The primary outcome is between-group difference in the change in hemoglobin A1c values at 24 weeks. The secondary outcomes include other health measures, measurements of steps, measurements of other behavior changes, and assessments of app use. The trial began in January 2023 and is intended to be completed in December 2025.
    RESULTS: As of September 5, 2023, we had recruited 44 patients. We expect the trial to be completed by October 8, 2025, with the follow-up observation period being completed by December 31, 2025.
    CONCLUSIONS: This trial will provide important evidence about the efficacy of an SCT-based mHealth intervention in improving physical activities and glycemic control in patients with T2D. If this study proves the intervention to be effective and safe, it could be a key step toward the integration of mHealth as part of the standard treatment received by patients with T2D in Japan.
    BACKGROUND: Japan Registry of Clinical Trials (JRCT) jRCT2032220603; https://rctportal.niph.go.jp/en/detail?trial_id=jRCT2032220603.
    UNASSIGNED: DERR1-10.2196/53514.
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