Intrusive Memories of Trauma Experienced by Young Refugees: Using Single Case Experimental Design to Investigate a Brief Cognitive Intervention Involving Computer Gameplay
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 入组人数
- 4
- 试验地点
- 2
- 主要终点
- Change in the occurrence of intrusive memories of trauma from baseline week to intervention week
研究概览
简要总结
This research study is designed to investigate the use of a simple cognitive task (a memory cue and 10 minute time gap, followed by playing the computer game "Tetris") for decreasing the number of intrusive memories of trauma among young refugees and asylum seekers. The design is a single case experimental AB design with or without optional replication (ABAB). Participants will aim to complete a no-intervention phase ('A': baseline phase) of one week followed by a one-week intervention phase ('B'), including a one-session intervention with a researcher comprising the simple cognitive task, followed by instructions to continue to use the technique self-guided in the subsequent week. Follow ups are conducted after each week to monitor the occurrence of intrusive memories of trauma in a pen-and-paper diary. It is predicted that participants will report fewer intrusive memories during the intervention phase than during the preceding baseline phase.
研究设计
- 研究类型
- Interventional
- 分配方式
- Na
- 干预模型
- Single Group
- 主要目的
- Other
- 盲法
- None
入排标准
- 年龄范围
- 16 Years 至 25 Years(Child, Adult)
- 性别
- All
- 接受健康志愿者
- 否
入选标准
- •Refugee or asylum seeker
- •Experiencing intrusive memories of trauma
- •Have access to a smartphone
- •Able to speak or read the study material in Swedish, English or Arabic
- •Able to attend three meetings with a researcher
排除标准
- •Exhibit psychotic symptoms or other symptoms of severe mental illness
结局指标
主要结局
Change in the occurrence of intrusive memories of trauma from baseline week to intervention week
时间窗: Baseline week 1 and Intervention week 1
Number of intrusive memories of traumatic event recorded by participants in a diary daily (morning, afternoon, evening and night) for one week during the baseline phase and one week during the intervention phase.
次要结局
- Feasibility and acceptability ratings for using a smartphone game-play intervention(Intervention week 1)
- Self-guided intervention adherence - usage of the gameplay intervention in daily life(Intervention week 1)
- Impact of intrusive memories on concentration, control, sleep and stress(Baseline week 1 and Intervention week 1)
研究者
Emily Holmes
Professor
Karolinska Institutet
