No evidence of increased gaming-related problems with long-term use of a video game therapeutic: Exploratory endpoint findings from a randomized controlled trial
Lukka, L.; Juvonen, J. J.; Palva, S.; Isometsä, E.; Palva, J. M.
Show abstract
Digital therapeutics for mental health often face low patient engagement, which limits their clinical impact. Interventions that deliver treatment using a video game medium may improve engagement and therapeutic efficacy, but the putative emergence of gaming-related problems remains a concern among clinical stakeholders. We examined whether long-term engagement with Meliora, a video game therapeutic for adult major depressive disorder, was associated with changes in gaming-related problems in a three-arm randomized controlled trial. The intention-to-treat cohort (n = 1,001) had a mean age of 33.4 years (SD 9.3) and 64% were female. The Gaming Addiction Scale (GAS-7) scores decreased from baseline (week 0) to post-intervention (week 12) in the Meliora arm (p = 8.1x10-4) and in the treatment-as-usual arm (p = 6.0x10-6), with no significant change observed in the Sham arm (p = 0.39). Changes in GAS-7 scores were not associated with intervention use hours (Meliora: p = 0.17; Sham: p = 0.28) or with experienced immersion (Meliora: p = 0.93; Sham: p = 0.19). Deterioration analysis found worsening rates from baseline to post-intervention low and comparable across study arms. Analyses in the per-protocol completer cohort ([≥]24 h use) corroborated these findings, indicating that even higher use did not lead to increases in gaming-related problems. These results provide evidence that long-term use of a video game therapeutic does not increase gaming-related problems when risks are properly mitigated, suggesting that video games may provide a safe medium for digital therapeutics. Author summaryMany patients use digital therapeutics insufficiently or drop out early, which limits their effectiveness and applicability in healthcare. Video game therapeutics deliver the treatment using an interactive video game as a medium to improve both engagement and therapeutic efficacy. However, extended use of video game therapeutics could inadvertently increase gaming-related problems. We examined whether long-term use of Meliora, a video game therapeutic for adults living with depression, was associated with increased gaming-related problems. We found that using Meliora or a highly similar Sham device did not increase gaming-related problems. Changes in gaming-related problems were not associated with the amount of time participants used the interventions, suggesting that typical use patterns are safe. We also found no relationship between experienced immersion and changes in gaming-related problems, suggesting that subjective immersion is distinct from problematic gaming. This study provides the first clinical evidence that extended engagement with a video game therapeutic does not increase gaming-related problems. These findings suggest that video games can be a safe medium for digital therapeutics in healthcare.
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