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Israeli Study Finds Video Games May Aid Depression Treatment

תורגם ותומצת מתוך NEWSru Israel על ידי baba

קהילתיטון ענייני

רוסית · מערכת חדשות אחת

An Israeli study from the Hebrew University of Jerusalem tested a depression treatment combining brain stimulation with a video game. The trial involving 109 adults across three countries found that a control group playing only the video game improved as much as the group receiving actual stimulation, suggesting the game was key. Researchers are cautiously optimistic about digital treatments but call for more controlled studies.

הידיעה ב-6 שורות · תקציר של baba

  • An Israeli study suggests video games may be a key component in treating depression at home.
  • The DiSCoVeR trial combined brain stimulation with a cognitive training video game.
  • 109 adults with depression participated in the trial across Jerusalem, Riga, and Munich.
  • The video game alone appeared to be the primary driver of improvement, not the stimulation.
  • Participants who believed they received sham treatment showed less improvement.
  • Researchers emphasize the need for further controlled experiments on digital treatments.

A clinical trial led by the Hebrew University of Jerusalem suggests that individuals with depression can administer their own treatment at home. The study, part of the international DiSCoVeR trial and published in JAMA Network Open, explored a method combining transcranial direct current stimulation (tDCS) with a video game designed to train attention, memory, and executive control.

In the trial, 109 adults diagnosed with depression participated across Jerusalem, Riga, and Munich. After initial clinic instruction, participants were to complete 30 sessions over six weeks, primarily at home. One group received actual tDCS and played the cognitive training game, while a control group received sham stimulation and played a visually similar game without the specific cognitive exercises.

Nearly 2,500 sessions were conducted across the three countries, with 79% of participants completing at least 20 sessions. No significant difference in side effect frequency was observed between the groups. Average scores on a standard depression scale decreased by 7.3 points in the active stimulation group and 8.2 points in the control group, indicating the video game itself may have played a primary therapeutic role.

"Both groups improved significantly, and that is the most important thing," stated project leader Mor Nahum. He added that further research is needed to determine the exact cause of improvement, whether it's the stimulation, cognitive training, engagement, or the routine of daily treatment.

The study also noted that participants who believed they were in the sham stimulation group showed less improvement, regardless of whether they actually received the stimulation. The authors cautiously interpret these findings, emphasizing that while digital treatments show promise, robust control experiments are still necessary.

NEWSru Israelאחרים · תל אביב

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