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Gamified web-delivered Attentional Bias Modification Training (ABMT) fails to provide significant clinical benefits or improved engagement for adults suffering from chronic musculoskeletal pain. A randomized, double-blind, three-arm trial involving 129 participants assessed whether integrating gamification elements—such as points, badges, and progress bars—could enhance the efficacy of standard cognitive training protocols. The investigation compared these gamified interventions against both standard non-gamified training and sham control conditions, measuring outcomes through standardized pain assessments, psychological metrics, and behavioral engagement data over six sessions with a one-month follow-up.
The findings indicate that gamification does not successfully mitigate task monotony or improve patient adherence compared to traditional methods. Across all study groups, participants experienced only minor, non-significant reductions in pain intensity and depressive symptoms over time, with no observable changes in underlying attentional or interpretation biases. Because the gamified intervention failed to demonstrate superior clinical efficacy or engagement, the data suggests that the dot-probe paradigm, as currently implemented in web-delivered ABMT, lacks the reliability and therapeutic impact necessary for widespread clinical application in chronic pain management.
Ultimately, the research concludes that the addition of game-like mechanics is insufficient to transform ABMT into a viable digital health intervention for this population. The lack of significant differentiation between the experimental and control groups underscores a broader limitation in current cognitive training paradigms. Consequently, the study advises against the widespread adoption of these specific web-delivered ABMT protocols, suggesting that future research must look beyond simple gamification to address the fundamental challenges of cognitive bias modification in chronic pain treatment.
International Journal of Serious Games · 2026