Cited by 116Digital Mental Health InterventionsEducational Games and GamificationAnxiety, Depression, Psychometrics, Treatment, Cognitive Processes

Improving late life depression and cognitive control through the use of therapeutic video game technology: A proof-of-concept randomized trial: A nguera et al.

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Anguera, Joaquin A., Gunning, Faith M., Areán, Patricia A.·2017·Depression and Anxiety

Abstract

BACKGROUND: Existing treatments for depression are known to have only modest effects, are insufficiently targeted, and are inconsistently utilized, particularly in older adults. Indeed, older adults with impaired cognitive control networks tend to demonstrate poor response to a majority of existing depression interventions. Cognitive control interventions delivered using entertainment software have the potential to not only target the underlying cerebral dysfunction associated with depression, but to do so in a manner that is engaging and engenders adherence to treatment protocol. METHODS: In this proof-of-concept trial (Clinicaltrials.gov #: NCT02229188), individuals with late life depression (LLD) (22; 60+ years old) were randomized to either problem solving therapy (PST, n = 10) or a neurobiologically inspired digital platform designed to enhance cognitive control faculties (Project: EVO™, n = 12). Given the overlapping functional neuroanatomy of mood disturbances and executive dysfunction, we explored the impact of an intervention targeting cognitive control abilities, functional disability, and mood in older adults suffering from LLD, and how those outcomes compare to a therapeutic gold standard. RESULTS: EVO participants demonstrated similar improvements in mood and self-reported function after 4 weeks of treatment to PST participants. The EVO participants also showed generalization to untrained measures of working memory and attention, as well as negativity bias, a finding not evident in the PST condition. Individuals assigned to EVO demonstrated 100% adherence. CONCLUSIONS: This study provides preliminary findings that this therapeutic video game targeting cognitive control deficits may be an efficacious LLD intervention. Future research is needed to confirm these findings.

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  • Two proof of concept studies showed that computerized cognitive remediation improved both depressive symptoms and executive functions in late-life major depression and in the DED syndrome more than the comparison conditions.

    “Two proof of concept studies showed that such training improved both depressive symptoms and executive functions in late-life major depression179 and in the DED syndrome180 more than the comparison conditions.”

    From Mechanisms and treatment of late-life depression (2019) · cites this paper as [179]

  • Behavioral treatments can improve executive dysfunction and traits linked to neuroticism in older people.

    “increasing evidence suggests executive dysfunction and constructs associated with neuroticism respond to behavioral interventions in older adults15–17.”
  • In late-life depression, both executive-function computerized cognitive training and problem-solving therapy reduced depression, but only the training improved objective executive performance.

    “Anguera et al.16 found that both CCT targeting executive functioning and problem-solving therapy improved depression in LLD, yet only CCT improved performance on objective measures of executive functioning.”
  • In late-life depression, computerized cognitive training, but not psychotherapy, improved negative self-referential processing; after treatment, training patients endorsed fewer negative self-descriptive words than problem-solving therapy patients.

    “Notably, Anguera and colleagues also found that CCT, but not psychotherapy, improved negative self-referential processing in LLD. Patients who underwent CCT endorsed less negative words as describing themselves post-treatment when compared to patients who underwent problem-solving therapy.”
  • Benefits of computerized cognitive training may generalize beyond the specific cognitive tasks practiced, such as improving untrained measures of attention, reducing negativity bias, and enhancing daily functioning, suggesting far transfer effects.

    “Notably, the benefits of computerized cognitive training may generalize beyond the specific cognitive tasks practiced, such as improving untrained measures of attention, reducing negativity bias, and enhancing daily functioning, suggesting far transfer effects152,153.”

    From Paying attention to attention in depression (2019) · cites this paper as [152]

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Authors
Anguera, J. A., Gunning, F. M., & Areán, P. A.
Affiliations
  • University of California, San Francisco (US)
  • Weill Cornell Medicine (US)
  • University of Washington (US)
Corresponding author
  • Anguera, Joaquin A.
  • Areán, Patricia A.
Venue
Depression and Anxiety
Publisher
Wiley
Published
2017-01-03
Volume
34
Issue
6
Pages
508-517
ISSN
1091-4269 (ISSN-L)
OpenAlex
W2564280321
Cited by
116
References
69
Citations by year
2026: 8 · 2025: 12 · 2024: 14 · 2023: 14 · 2022: 12 · 2021: 18 · 2020: 10 · 2019: 10 · 2018: 11 · 2017: 5 · 2016: 1 · 2015: 1
FWCI
11.27
Type
journal article
Language
en
Open access
Locations
  • Depression and Anxiety (publishedVersion)
  • PubMed (publishedVersion)
  • Europe PMC (PubMed Central) (acceptedVersion)
  • PubMed Central (acceptedVersion)
  • eScholarship (California Digital Library) (submittedVersion)
Funders
National Institute of Mental Health (K24MH074717)
Topics
  • Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Anxiety, Depression, Psychometrics, Treatment, Cognitive Processes
Keywords
geriatric depression, cognitive control, therapeutic video games, older adults, problem-solving therapy, executive dysfunction, working memory, attention, negativity bias, medication adherence, mood improvement, functional disability
MeSH terms
Proof of Concept Study, Aged, Aging, Cognition Disorders, Depressive Disorder, Female, Humans, Male, Problem Solving, Therapy, Computer-Assisted, Video Games, Executive Function

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