# A Personalized and Smartphone-Based Serious Gaming App Targeting Cognitive Impairments in Alcohol Use Disorder: Double-Blinded, Randomized Controlled Efficacy Trial Among Outpatients

**Authors:** Nicolaj Mistarz, Laust Vind Knudsen, Anna Mejldal, Kjeld Andersen, Anneke Goudriaan, Lotte Skøt, Tanja Maria Michel, Angelina Isabella Mellentin

PMC · DOI: 10.2196/67167 · JMIR Mental Health · 2025-10-07

## TL;DR

A smartphone app using serious gaming improved working memory in alcohol use disorder patients, showing promise as a cognitive training tool.

## Contribution

A gamified smartphone app for cognitive training in AUD patients was tested for feasibility and cognitive benefits.

## Key findings

- 83% of patients in the experimental group met app usage requirements.
- Significant improvements in working memory were observed in the experimental group.
- Greater reduction in alcohol consumption was noted in the experimental group at 6 months.

## Abstract

Alcohol use disorder (AUD) is associated with cognitive impairments that are known to affect the outcomes of conventional treatment. Digital cognitive training programs have been examined as a possible way of addressing these overlooked challenges. Existing findings regarding the efficacy of such training programs are divergent, and further studies are warranted to examine more engaging cognitive training programs using the latest technology. Smartphone-based training built upon the principles of serious gaming would not only increase the accessibility of the program, but it could also increase the motivation of the patients, potentially maximizing adherence to the training program.

The aim of the present feasibility and efficacy study was to examine the feasibility and acceptability of the Brain+ Alco-Recover app (Brain+ A/S) with gamified elements among patients with AUD when delivered as an add-on to treatment-as-usual (TAU) and with minimal guidance from health care practitioners. In addition, the effects on cognitive and alcohol-related outcomes were examined.

A total of 72 outpatients were randomized into either group A, experimental + TAU (n=36), or group B, sham + TAU (n=36), and they had to complete a 1-month training program in addition to primary treatment. Self-reported experience at the 6-month follow-up as well as actual game usage was used to determine the feasibility of the training program. Cognitive performance and alcohol consumption were assessed as well.

The patients in both groups reported a high level of acceptability, and up to 83% of the patients in the experimental group met the minimum requirements for the usage of the app. The experimental group also demonstrated significant improvements in working memory (P<.001). Although no significant differences were found between the 2 groups regarding clinical outcomes, a greater reduction in alcohol consumption was evident at the 6-month follow-up in the experimental group.

The acceptability and adherence to the minimum training requirements deems the gamified Brain+ app as a feasible tool for cognitive training when delivered as an add-on to TAU. Furthermore, the potential improvements in cognitive functions should be further replicated in a larger-scale trial to assess whether these could be used to improve the treatment of AUD in the future.

RR2-10.3389/fpsyt.2021.727001

## Full-text entities

- **Diseases:** AUD (MESH:D000437), Cognitive Impairments (MESH:D003072)
- **Chemicals:** alcohol (MESH:D000438)
- **Species:** Homo sapiens (human, species) [taxon 9606]

## Full text

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## References

43 references — full list in the complete paper: https://tomesphere.com/paper/PMC12541269/full.md

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Source: https://tomesphere.com/paper/PMC12541269