Published Research

Published Research

Our game-based approach to the cognitive training technique Attention Bias Modification (ABM) has been widely published in leading peer-reviewed research journals.

Mobile Attention Bias Modification Training Is a Digital Health Solution for Managing Distress in Multiple Sclerosis

Charvet, L., George, A., Cho, H., Crupp, L.B. & Dennis-Tiwary, T. A. (2021)

Purpose
Proof-of-concept longitudinal study to investigate potential for game-based therapeutic targeting MS-related anxiety 

Study Population
Patients (ages 12-24) with pediatric-onset Multiple Sclerosis

Administration
30 minutes per week over 4 weeks

Primary Endpoints

  • Self-reported anxiety for adults (Beck Anxiety Inventory) 
  • Self-reported anxiety for  youth (Multidimensional Anxiety Scale for Children)
  • Self-reported mood (Positive and Negative Affect Schedule)

Results

38% 

Reduction in adult self-reported anxiety (BAI)

20%

Reduction in youth self-reported anxiety (MASC)

15% 

Reduction in negative affect (PANAS)

tDCS Augments the Effects of Gamified, Mobile Attention Bias Modification

Myruski, S., Cho, H., Bikson, M., & Dennis-Tiwary, T. A. (2021)

Purpose
Proof-of-concept study to investigate potential for combination treatment of neurostimulation and game-based intervention for anxiety.

Study Population
Adults with normal to moderate levels of anxiety measured by DASS-21

Administration
Single session in combination  with tDCS neurostimulation headset; placebo tDCS arm

Primary Endpoints

  • Self-reported anxiety (Analog Mood Scale) 
  • Cognitive signs of anxiety (Dot Probe Task Measure)

Results

41.6% 

Reduction in self-reported anxiety (AMS)

257% 

Reduction in cognitive signs of anxiety (DPTM)

A Single Session of Attentional Bias Modification Reduces Alcohol Craving and Implicit Measures of Alcohol Bias in Young Adult Drinkers

Luehring-Jone, P., Louis, C.,  Dennis-Tiwary, T. A., and Erblich, J. (2017)

Purpose
Proof-of-concept study to investigate potential for game-based intervention for alcohol use disorder (AUD).

Study Population
Adult alcohol drinkers with varied responses to Alcohol Use Disorders Identification Test and Obsessive-Compulsive Drinking Scale. Participants excluded if they drink less than three times per week.

Administration
Single session with placebo arm

Primary Endpoints

  • Cue-induced alcohol craving
  • Cognitive measures of preferential processing of alcohol-related information (Alcohol Stroop Task)

Results

40% 

Reduction in alcohol cravings (CIAC)

293% 

Reduction in alcohol-related attention bias (AST)

Salutary effects of an attention bias modification mobile application on biobehavioral measures of stress and anxiety during pregnancy

 Dennis-Tiwary, T. A., Denefrio, S., and Gelber, S. (2017)

Purpose
Proof-of-concept longitudinal study to investigate potential for game-based therapeutic targeting pregnancy-related anxiety 

Study Population
Patients aged 23-45 in their 19th-29th week of pregnancy

Administration
30 minutes per week for 4 weeks with placebo arm

Primary Endpoints

  • Salivary cortisol following exposure to standardized stressor (AUC1)
  • Cognitive signs of anxiety (Dot Probe Task Measure)

Results

9.4% 

Reduction in stress hormone cortisol (AUC1)

491% 

Reduction in cognitive signs of anxiety (DPTM)

For whom the bell tolls: Neurocognitive individual differences in the acute stress-reduction effects of an attention bias modification game for anxiety

 Dennis-Tiwary, T. A.,Egan. L. J., Babkirk, S., and Denefrio, S. (2016)

Purpose
To map out individual cognitive differences among patient cohorts with high trait anxiety for game design optimization.

Study Population
Participants aged 18-38 with high trait anxiety, measured via State-Trait Anxiety Inventory (STAI)

Administration
Single session study with placebo arm

Primary Endpoints

  • Cognitive control; event related potentials (ERPs) measured via Negative Deflection After Visual Stimulus (N2)
  • Stress resilience measured via Trier Social Stress Test (TSST)

Results

147% 

difference in male cognitive control vs. placebo (N2)

30% 

difference in female stress resilience relative to placebo (TSST)

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

 Dennis-Tiwary, T. A., and O’Toole, L., J. (2014)

Purpose
Two randomized controlled trials conducted to optimize gameplay dosage and serve as proof of concept studies for individuals with high trait anxiety.

Study Population
Participants aged 18-38 with high trait anxiety, measured via State-Trait Anxiety Inventory (STAI)

Administration
Two separate single session studies at varying durations with placebo arms

Primary Endpoints

  • Self-reported state anxiety measured by State-Trait Anxiety Inventory (STAI)
  • Cognitive signs of anxiety (Dot Probe Task Measure)

Results

Short Study

8.9%

Reduction in anxiety (STAI)

Long Study

204% 

Reduction in cognitive signs of anxiety (DPTM)