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◇ medRxiv2026-09-18· psychiatry and clinical psychology

No evidence of increased gaming-related problems with long-term use of a video game therapeutic: Exploratory endpoint findings from a randomized controlled trial

L. Lukka, J. J. Juvonen, S. Palva, E. Isometsä, J. M. Palva

原始摘要(英文原文)· Original 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 potential emergence of gaming-related problems remains a safety question and a concern among clinical stakeholders. We examined whether long-term adjunctive use of the video game therapeutic Meliora was associated with changes in gaming-related problems in a three-arm randomized controlled trial. Participants were adults with interview-confirmed major depressive disorder without significant gaming or gambling problems at baseline. The intention-to-treat cohort (n = 1,001) had a mean age of 33.4 years (SD 9.3), and 64% were female. From baseline to post-intervention (week 12), Game Addiction Scale (GAS-7) scores decreased in the Meliora group (mean change, -0.63 points; 95% CI, -0.91 to -0.34; dz = -0.24; Holm-adjusted p < 0.001), whereas no change was observed in the Sham group, which used a highly similar video game therapeutic (mean change, -0.02 points; 95% CI, -0.25 to 0.28; dz = -0.01; Holm-adjusted p = 0.900). Between-group analyses showed more negative GAS-7 change in the Meliora group than in the Sham group (adjusted mean difference, -0.19 points; 95% CI, -0.30 to -0.08; d = -0.13; Holm-adjusted p = 0.001), indicating a relatively greater reduction with Meliora, whereas changes were similar between the Meliora and TAU groups (adjusted mean difference = 0.04 points; 95% CI, -0.08 to 0.15; d = 0.03; Holm-adjusted p = 0.509). Intervention usage time, experienced immersion, and their interaction were not significantly associated with changes in GAS-7 scores in either the Meliora or Sham group. Using a [&ge;]25% deterioration threshold, deterioration occurred in 10.4% of participants in the Meliora group, 15.3% in the Sham group, and 9.8% in the TAU group, with no statistically significant between-group differences. Complementary per-protocol analyses among participants with greater intervention exposure were consistent with the ITT findings. These findings provide no evidence that long-term use of a video game therapeutic was associated with increased gaming-related problems in appropriately screened patients using interventions with safeguards against excessive use.
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No evidence of increased gaming-related problems with long-term use of a video game therapeutic: Exploratory endpoint findings from a randomized controlled trial — 科研速览 Science Skim