一个基于在线游戏的认知偏见修改解释 (CBM-I) 计划,以减少COVID-19大流行期间的恐惧:作为调节者的弹性
Wan-Yu Tsai1, Yanlin Zhou2, Nancy Xiaonan Yu1
1Department of Social and Behavioural Sciences, City University of Hong Kong, Hong Kong, People's Republic of China.
一个在线认知偏差修改解释 (CBM-I) 游戏通过改善解释偏差,有效地减少了COVID-19的恐惧. 较高的基线弹性增强了CBM-I的强化.
科学领域:
- 心理学 心理学 心理学
- 认知行为疗法是认知行为疗法.
- 公共卫生 公共卫生
背景情况:
- 随着COVID-19的流行,恐惧和负面解释的偏见加剧了.
- 解释认知偏差修改 (CBM-I) 是一个潜在的干预方法.
- 耐药性可能会影响治疗的有效性.
研究的目的:
- 评估基于在线游戏的CBM-I计划在减少COVID-19恐惧方面的有效性.
- 评估CBM-I对解释偏见 (负面和积极) 的影响.
- 调查基线弹性对CBM-I结果的缓解作用.
主要方法:
- 随机对照试验,68名香港本科生参加.
- 干预组接受了基于在线游戏的CBM-I;对照组没有.
- 评估包括解释偏见,COVID-19恐惧以及预测,测试后和随访时的弹性.
主要成果:
- CBM-I组显示,对COVID-19场景的负面解释显著减少,积极解释增加.
- 与对照组相比,CBM-I组观察到一种更大程度的恐惧减少的趋势.
- 对于具有较高基线弹性的人来说,CBM-I在减少恐惧方面更有效.
结论:
- 基于在线游戏的CBM-I是修改解释偏见和减少恐惧的有希望的工具.
- 针对有弹性的个体可以优化CBM-I干预措施的有效性.
- 这种方法有可能用于管理与流行病相关的心理痛苦.
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