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Feasibility of a Meditation Video Game to Reduce Anxiety in College Students

Paul A. Barclay, Clint A. Bowers

OBM Integrative and Complementary Medicine October 7, 2018 DOI: 10.21926/obm.icm.1804024 (opens in new tab)

Study at a glance

AI-extracted from the abstract
Characteristics Feasibility pilot study Peer reviewed
Sample size 42
Population Undergraduate students in the United States (ages 18-20)
Intervention Meditation Deathmatch
Duration Single session
Topics Anxiety Meditation
Key points Participants who played Meditation Deathmatch showed significant post-training decreases in state anxiety and consistent increases in game score across trials, along with high usability ratings.

Abstract

(1)

Background: Meditation is a common intervention for college students suffering from issues with anxiety. Due to this popularity, several meditation-based video games have been released which can be used to supplement or motivate meditation practice. However, these tools are not often given scrutiny in a laboratory setting before being released to the public. Our lab conducted a brief feasibility pilot study to investigate Meditation Deathmatch, an open-source meditation video game aimed at stimulating meditation practice. Usability, and Efficacy were assessed to determine whether Meditation Deathmatch might provide an appropriate and effective means of introducing students to meditation. (2)

Methods: 42 undergraduate students in the United States (ages 18-20, M = 18.69, SD= .57) played this game as part of a brief meditation session and completed both pre- and post-training measures of state anxiety as well as the System Usability Scale (SUS) and a short questionnaire assessing attitudes toward meditation. (3)

Results: Participants who received training using Meditation Deathmatch showed significant post-training decreases in state anxiety and consistent and significant increases in game score across trials. These participants also reported high levels of Usability. (4)

Conclusions: Game-based meditation training may be an effective tool for encouraging meditation practice. Further research may work to compare the effectiveness of game-based training to traditional methods and implement game-based meditation training in the treatment of patients with anxiety disorders.

Comparable studies

Other non-randomized and open-label trials on anxiety, most cited first.

Study Year Design Participants
Quality of Acute Psychedelic Experience Predicts Therapeutic Efficacy of Psilocybin for Treatment-Resistant Depression Patients with treatment-resistant depression 2018 Clinical trial n = 20
Safety, Tolerability, and Efficacy of Psilocybin in 9 Patients With Obsessive-Compulsive Disorder Subjects with obsessive-compulsive disorder (OCD) 2006 Controlled clinical trial
Rapid Resolution of Suicidal Ideation After a Single Infusion of anN-Methyl-D-Aspartate Antagonist in Patients With Treatment-Resistant Major Depressive Disorder Subjects with DSM-IV-diagnosed treatment-resistant major depressive disorder 2010 Open-label trial n = 33
Emotions and brain function are altered up to one month after a single high dose of psilocybin. Healthy volunteers (7 female, 5 male) 2020 Open-label pilot study n = 12
Psilocybin-assisted group therapy for demoralized older long-term AIDS survivor men: An open-label safety and feasibility pilot study Older long-term AIDS survivor (OLTAS) self-identified gay men with moderate-to-severe... 2020 Open-label study

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