2018
DOI: 10.1080/20008198.2018.1424447
|View full text |Cite
|
Sign up to set email alerts
|

Development and testing of TraumaGameplay: an iterative experimental approach using the trauma film paradigm

Abstract: Background: Vivid trauma-related intrusions are a hallmark symptom of posttraumatic stress disorder (PTSD), and may be involved in its onset. Effective interventions to reduce intrusions and to potentially prevent the onset of subsequent PTSD are scarce. Studies suggest that playing the videogame Tetris, shortly after watching aversive film clips, reduces subsequent intrusions. Other studies have shown that taxing working memory (WM) while retrieving an emotional memory reduces the memory’s vividness and emoti… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

1
23
2

Year Published

2019
2019
2021
2021

Publication Types

Select...
7

Relationship

0
7

Authors

Journals

citations
Cited by 23 publications
(29 citation statements)
references
References 42 publications
1
23
2
Order By: Relevance
“…Moreover, a widely held view is that high levels of working memory engagement constitute the principal cognitive mechanism by which dual tasks reduce the build-up of intrusive memories (e.g., [8,14,19]). Indeed, this might explain why beneficial effects have been documented for very different types of cognitive tasks, including the video game Tetris, pattern tapping, or N-back tasks (e.g., [14,16,19]), although not all findings in the literature are consistent with this interpretation (e.g., [29,30]). As we discuss in the following, the present findings demonstrate that these assumptions lack one or more boundary conditions that need to be satisfied in order to effectively reduce intrusive memories.…”
Section: Discussionmentioning
confidence: 99%
See 3 more Smart Citations
“…Moreover, a widely held view is that high levels of working memory engagement constitute the principal cognitive mechanism by which dual tasks reduce the build-up of intrusive memories (e.g., [8,14,19]). Indeed, this might explain why beneficial effects have been documented for very different types of cognitive tasks, including the video game Tetris, pattern tapping, or N-back tasks (e.g., [14,16,19]), although not all findings in the literature are consistent with this interpretation (e.g., [29,30]). As we discuss in the following, the present findings demonstrate that these assumptions lack one or more boundary conditions that need to be satisfied in order to effectively reduce intrusive memories.…”
Section: Discussionmentioning
confidence: 99%
“…Some recent studies with different visuospatial tasks appear to point in a similar direction. For instance, Asselbergs et al [29] used two different visuospatial games involving spatial planning and decision making (i.e., controlling an airplane in a 2D capture-and-avoid game; a spatial sorting game) shortly after exposing participants to traumatic films and failed to find any beneficial effects on intrusive memories. Similarly, van Schie et al [30] had participants perform eye movements or a counting task whilst remembering the hotspot of a traumatic film.…”
Section: Attention Task Demands and Working Memory Capacitymentioning
confidence: 99%
See 2 more Smart Citations
“…Researchers have begun to demonstrate the feasibility and acceptability of delivering established treatments online (Simon et al, 2019;Wild et al, 2016) and via Skype (Ashwick, Turgoose, & Murphy, 2019). Several studies are also underway to explore the possible efficacy of new technologies such as internetbased virtual reality (Freedman, Dayan, Kimelman, Weissman, & Eitan, 2015), digital reappraisal training (Beer, Neerincx, Morina, & Brinkman, 2017) and novel game-based interventions (Asselbergs et al, 2018) as early interventions.…”
Section: New Technologies and Trauma Interventionsmentioning
confidence: 99%