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.
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
Results
38%
Reduction in adult self-reported anxiety (BAI)
20%
Reduction in youth self-reported anxiety (MASC)
15%
Reduction in negative affect (PANAS)
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
Results
41.6%
Reduction in self-reported anxiety (AMS)
257%
Reduction in cognitive signs of anxiety (DPTM)
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
Results
40%
Reduction in alcohol cravings (CIAC)
293%
Reduction in alcohol-related attention bias (AST)
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
Results
9.4%
Reduction in stress hormone cortisol (AUC1)
491%
Reduction in cognitive signs of anxiety (DPTM)
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
Results
147%
difference in male cognitive control vs. placebo (N2)
30%
difference in female stress resilience relative to placebo (TSST)
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
Results
Short Study
8.9%
Reduction in anxiety (STAI)
Long Study
204%
Reduction in cognitive signs of anxiety (DPTM)
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