Cited by 197Digital Mental Health InterventionsAnxiety, Depression, Psychometrics, Treatment, Cognitive ProcessesEducational Games and Gamification

The DOI matches its Crossref record; 78 of the 78 references it cites were found in a registry or an index.

Mental Health on the Go: Effects of a Gamified Attention-Bias Modification Mobile Application in Trait-Anxious Adults

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Dennis, Tracy A., O’Toole, Laura J.·2014·Clinical Psychological Science

Abstract

Interest in the use of mobile technology to deliver mental-health services has grown in light of the economic and practical barriers to treatment. Yet research on alternative delivery strategies that are more affordable, accessible, and engaging is in its infancy. Attention-bias modification training (ABMT) has the potential to reduce treatment barriers as a mobile intervention for stress and anxiety, but the degree to which ABMT can be embedded in a mobile gaming format and its potential for transfer of benefits is unknown. In the present study, we examined effects of a gamified ABMT mobile application in highly trait-anxious participants ( N = 78). A single session of the active training relative to the placebo training reduced subjective anxiety and observed stress reactivity. Critically, the long (45 min) but not the short (25 min) active training condition reduced the core cognitive process implicated in ABMT (threat bias) as measured by an untrained, gold-standard protocol.

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Research works printed but not linked: 7

  1. Beck A. T., 1996, Manual for Beck Depression Inventory II (BDI-II)
  2. Enock P. M., 2013, The Behavior Therapist, 36, 56
  3. 10.1037//0021-843X.111.1.107 · DOI · Paper page
  4. McNair D. M., 2003, Profile of Mood States: Standard form
  5. Mohlman J., 2004, The Behavior Therapist, 27, 37
  6. Schneider W., 2002, E-Prime user’s guide
  7. Spielberger C. D., 1983, State-Trait Anxiety Inventory manual

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Metadata

Authors
Dennis, T. A., & O’Toole, L. J.
Affiliations
The Graduate Center, CUNY (US)
Corresponding author
Dennis, Tracy A.
Venue
Clinical Psychological Science
Published
2014-03-06
Volume
2
Issue
5
Pages
576-590
ISSN
  • 2167-7026 (ISSN-L)
  • 2167-7034
OpenAlex
W2037416608
Cited by
197
References
78
Citations by year
2026: 9 · 2025: 9 · 2024: 11 · 2023: 11 · 2022: 22 · 2021: 13 · 2020: 21 · 2019: 17 · 2018: 31 · 2017: 14 · 2016: 22 · 2015: 13 · 2014: 4
FWCI
27.47
Type
journal article
Language
en
Open access
Locations
  • Clinical Psychological Science (publishedVersion)
  • PubMed (publishedVersion)
  • PubMed Central (acceptedVersion)
Funders
  • National Institute of Mental Health (K01MH075764)
  • National Institute of General Medical Sciences (S06GM060654)
  • National Center for Research Resources (G12RR003037)
  • National Institute on Minority Health and Health Disparities (G12MD007599)
Topics
  • Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Anxiety, Depression, Psychometrics, Treatment, Cognitive Processes
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
attentional bias modification, mobile mental health intervention, gamified mobile application, anxiety, stress reactivity, trait anxiety, threat bias, barriers to treatment, training duration

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