A novel, expert-endorsed, neurocognitive digital assessment tool for addictive disorders: development and validation study
A novel, expert-endorsed, neurocognitive digital assessment tool for addictive disorders: development and validation study
Background: Many people with harmful addictive behaviors may not meet formal diagnostic thresholds for a disorder. A dimensional approach, by contrast, including clinical and community samples, is potentially key to early detection, prevention, and intervention. Importantly, while neurocognitive dysfunction underpins addictive behaviors, established assessment tools for neurocognitive assessment are lengthy and unengaging, difficult to administer at scale, and not suited to clinical or community needs. The BrainPark Assessment of Cognition (BrainPAC) Project sought to develop and validate an engaging and user-friendly digital assessment tool purpose-built to comprehensively assess the main consensus-driven constructs underpinning addictive behaviors. Objective: The purpose of this study was to psychometrically validate a gamified battery of consensus-based neurocognitive tasks against standard laboratory paradigms, ascertain test-retest reliability, and determine their sensitivity to addictive behaviors (eg, alcohol use) and other risk factors (eg, trait impulsivity). Methods: Gold standard laboratory paradigms were selected to measure key neurocognitive constructs (Balloon Analogue Risk Task [BART], Stop Signal Task [SST], Delay Discounting Task [DDT], Value-Modulated Attentional Capture [VMAC] Task, and Sequential Decision-Making Task [SDT]), as endorsed by an international panel of addiction experts; namely, response selection and inhibition, reward valuation, action selection, reward learning, expectancy and reward prediction error, habit, and compulsivity. Working with game developers, BrainPAC tasks were developed and validated in 3 successive cohorts (total N=600) and a separate test-retest cohort (N=50) via Mechanical Turk using a cross-sectional design. Results: BrainPAC tasks were significantly correlated with the original laboratory paradigms on most metrics (r=0.18-0.63, P<.05). With the exception of the DDT k function and VMAC total points, all other task metrics across the 5 tasks did not differ between the gamified and nongamified versions (P>.05). Out of 5 tasks, 4 demonstrated adequate to excellent test-retest reliability (intraclass correlation coefficient 0.72-0.91, P<.001; except SDT). Gamified metrics were significantly associated with addictive behaviors on behavioral inventories, though largely independent of trait-based scales known to predict addiction risk. Conclusions: A purpose-built battery of digitally gamified tasks is sufficiently valid for the scalable assessment of key neurocognitive processes underpinning addictive behaviors. This validation provides evidence that a novel approach, purported to enhance task engagement, in the assessment of addiction-related neurocognition is feasible and empirically defensible. These findings have significant implications for risk detection and the successful deployment of next-generation assessment tools for substance use or misuse and other mental disorders characterized by neurocognitive anomalies related to motivation and self-regulation. Future development and validation of the BrainPAC tool should consider further enhancing convergence with established measures as well as collecting population-representative data to use clinically as normative comparisons.
Alcohol Drinking, Behavior, Addictive/diagnosis, Cross-Sectional Studies, DDT, Humans, Reproducibility of Results, game developer, addictive behaviors, neurocognition, software, mental health, game development, assessment, neurocognitive, gamified task, gamified, validation, validate, development, gaming, addiction, mental disorder, gamification, psychometric, validity, cognitive neuroscience, brain health
e44414
Lee, Rico S.C.
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Albertella, Lucy
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Christensen, Erynn
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Suo, Chao
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Segrave, Rebecca A.
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Brydevall, Maja
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Kirkham, Rebecca
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Liu, Chang
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Fontenelle, Leonardo F.
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Chamberlain, Samuel R
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Rotaru, Kristian
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Yücel, Murat
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25 August 2023
Lee, Rico S.C.
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Albertella, Lucy
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Christensen, Erynn
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Suo, Chao
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Segrave, Rebecca A.
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Brydevall, Maja
d6314773-10a5-4331-8e6f-77180d279cdf
Kirkham, Rebecca
de6b846b-370a-430d-9bf5-cf7bff9e9c5d
Liu, Chang
f85ea407-c8dd-4bdb-9a54-5a936bb6eac8
Fontenelle, Leonardo F.
859206be-2b11-438a-9b18-d22579111a6b
Chamberlain, Samuel R
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Rotaru, Kristian
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Yücel, Murat
aff092ea-35e0-476a-b9bf-ace9b84aa1e1
Lee, Rico S.C., Albertella, Lucy, Christensen, Erynn, Suo, Chao, Segrave, Rebecca A., Brydevall, Maja, Kirkham, Rebecca, Liu, Chang, Fontenelle, Leonardo F., Chamberlain, Samuel R, Rotaru, Kristian and Yücel, Murat
(2023)
A novel, expert-endorsed, neurocognitive digital assessment tool for addictive disorders: development and validation study.
Journal of Medical Internet Research, 25, , [e44414].
(doi:10.2196/44414).
Abstract
Background: Many people with harmful addictive behaviors may not meet formal diagnostic thresholds for a disorder. A dimensional approach, by contrast, including clinical and community samples, is potentially key to early detection, prevention, and intervention. Importantly, while neurocognitive dysfunction underpins addictive behaviors, established assessment tools for neurocognitive assessment are lengthy and unengaging, difficult to administer at scale, and not suited to clinical or community needs. The BrainPark Assessment of Cognition (BrainPAC) Project sought to develop and validate an engaging and user-friendly digital assessment tool purpose-built to comprehensively assess the main consensus-driven constructs underpinning addictive behaviors. Objective: The purpose of this study was to psychometrically validate a gamified battery of consensus-based neurocognitive tasks against standard laboratory paradigms, ascertain test-retest reliability, and determine their sensitivity to addictive behaviors (eg, alcohol use) and other risk factors (eg, trait impulsivity). Methods: Gold standard laboratory paradigms were selected to measure key neurocognitive constructs (Balloon Analogue Risk Task [BART], Stop Signal Task [SST], Delay Discounting Task [DDT], Value-Modulated Attentional Capture [VMAC] Task, and Sequential Decision-Making Task [SDT]), as endorsed by an international panel of addiction experts; namely, response selection and inhibition, reward valuation, action selection, reward learning, expectancy and reward prediction error, habit, and compulsivity. Working with game developers, BrainPAC tasks were developed and validated in 3 successive cohorts (total N=600) and a separate test-retest cohort (N=50) via Mechanical Turk using a cross-sectional design. Results: BrainPAC tasks were significantly correlated with the original laboratory paradigms on most metrics (r=0.18-0.63, P<.05). With the exception of the DDT k function and VMAC total points, all other task metrics across the 5 tasks did not differ between the gamified and nongamified versions (P>.05). Out of 5 tasks, 4 demonstrated adequate to excellent test-retest reliability (intraclass correlation coefficient 0.72-0.91, P<.001; except SDT). Gamified metrics were significantly associated with addictive behaviors on behavioral inventories, though largely independent of trait-based scales known to predict addiction risk. Conclusions: A purpose-built battery of digitally gamified tasks is sufficiently valid for the scalable assessment of key neurocognitive processes underpinning addictive behaviors. This validation provides evidence that a novel approach, purported to enhance task engagement, in the assessment of addiction-related neurocognition is feasible and empirically defensible. These findings have significant implications for risk detection and the successful deployment of next-generation assessment tools for substance use or misuse and other mental disorders characterized by neurocognitive anomalies related to motivation and self-regulation. Future development and validation of the BrainPAC tool should consider further enhancing convergence with established measures as well as collecting population-representative data to use clinically as normative comparisons.
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Accepted/In Press date: 22 July 2023
Published date: 25 August 2023
Additional Information:
Funding Information:
We are extremely grateful to the David Winston Turner Endowment Fund and the Wilson Foundation, whose generous philanthropic investments in the BrainPark research team and facility made this research possible. The BrainPAC tasks were also partly funded by Innovation Connections grants by the Australian Department of Industry, Innovation, and Science (ICG000342 and ICG000737). RSCL was supported by a National Health and Medical Research Council Investigator Grant funded by the Medical Research Future Fund (APP1193946). SRC’s research is funded by Wellcome [110049/Z/15/Z and 110049/Z/15/A]. SRC receives honoraria from Elsevier for editorial work. MY receives funding from government funding bodies such as the National Health and Medical Research Council, Australian Research Council, Australian Defence Science and Technology, the Department of Industry, Innovation, and Science, and the National Institutes of Health (United States); philanthropic donations from the David Winston Turner Endowment Fund and the Wilson Foundation; sponsored Investigator-Initiated trials, including Incannex Healthcare Ltd; and payments in relation to court, expert witness, or expert review reports. These funding sources had no role in the data analysis, presentation, interpretation, or write-up of the data. MY also sits on the advisory boards of the Centre of Urban Mental Health, University of Amsterdam; Monash Biomedical Imaging Centre; and Enosis Therapeutics.
Publisher Copyright:
©Rico S C Lee, Lucy Albertella, Erynn Christensen, Chao Suo, Rebecca A Segrave, Maja Brydevall, Rebecca Kirkham, Chang Liu, Leonardo F Fontenelle, Samuel R Chamberlain, Kristian Rotaru, Murat Yücel.
Keywords:
Alcohol Drinking, Behavior, Addictive/diagnosis, Cross-Sectional Studies, DDT, Humans, Reproducibility of Results, game developer, addictive behaviors, neurocognition, software, mental health, game development, assessment, neurocognitive, gamified task, gamified, validation, validate, development, gaming, addiction, mental disorder, gamification, psychometric, validity, cognitive neuroscience, brain health
Identifiers
Local EPrints ID: 481556
URI: http://eprints.soton.ac.uk/id/eprint/481556
ISSN: 1438-8871
PURE UUID: d1bcfd07-faf7-42b3-ad5c-fba98c84ba3c
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Date deposited: 01 Sep 2023 17:06
Last modified: 18 Mar 2024 03:58
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Contributors
Author:
Rico S.C. Lee
Author:
Lucy Albertella
Author:
Erynn Christensen
Author:
Chao Suo
Author:
Rebecca A. Segrave
Author:
Maja Brydevall
Author:
Rebecca Kirkham
Author:
Chang Liu
Author:
Leonardo F. Fontenelle
Author:
Samuel R Chamberlain
Author:
Kristian Rotaru
Author:
Murat Yücel
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