Almond Mushroom, ABM · 2026 · Randomized Controlled Trial
High relevanceYour team is counting on you: Digital gamification and team motivation in alcohol aftercare.
Agaricus blazei
Key points
- BACKGROUND: Relapse after inpatient treatment for alcohol dependence is frequent, particularly within the first three months post-discharge
- Cognitive Bias Modification (CBM), and specifically alcohol Approach Bias Modification (ABM), has demonstrated benefits in inpatient care, but its efficacy for aftercare remains uncertain
- The pilot study tested the feasibility of a desktop-based, home-delivered ABM. A total of 308 patients were randomized into two intervention groups, differing in reminder intensity, or a control group without any intervention
- The main study built on these findings by developing a smartphone-based, gamified ABM using an active control design
- RESULTS: In the pilot study, adherence proved low (mean 7.7 sessions out of 25 instructed sessions), and reminders did not improve participation
- In the main study, engagement was markedly higher: participants completed on average 57 sessions, and nearly half reached the adherence threshold of ≥25 sessions
Metadata-grounded summary
Citation abstract
BACKGROUND: Relapse after inpatient treatment for alcohol dependence is frequent, particularly within the first three months post-discharge. Cognitive Bias Modification (CBM), and specifically alcohol Approach Bias Modification (ABM), has demonstrated benefits in inpatient care, but its efficacy for aftercare remains uncertain.
METHODS: A two-phase research program was conducted. The pilot study tested the feasibility of a desktop-based, home-delivered ABM. A total of 308 patients were randomized into two intervention groups, differing in reminder intensity, or a control group without any intervention. The main study built on these findings by developing a smartphone-based, gamified ABM using an active control design. A total of 273 active app users were randomized to training or control, and participants were instructed to use the app as often as they liked over a three month period. Gamification features included team competitions, rewards, and peer interaction to enhance engagement.
RESULTS: In the pilot study, adherence proved low (mean 7.7 sessions out of 25 instructed sessions), and reminders did not improve participation. No group-level differences in abstinence were observed. In the main study, engagement was markedly higher: participants completed on average 57 sessions, and nearly half reached the adherence threshold of ≥25 sessions. Among those meeting this threshold, the ABM group achieved significantly higher abstinence rates at one-year follow-up compared to active controls. Feedback indicated general satisfaction, willingness to continue use, and offered suggestions for further app refinement.
CONCLUSIONS: Gamification and mobile delivery improved adherence, and sufficient engagement with ABM produced specific and clinically meaningful aftercare benefits at one-year follow-up.
Citation
Peerenboom N, Knight O, Schöneck R, Lindenmeyer J, Voon V (2026). Your team is counting on you: Digital gamification and team motivation in alcohol aftercare. Alcohol (Fayetteville, N.Y.) https://doi.org/10.1016/j.alcohol.2026.05.001 PMID: 42103023
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