The Science Behind Personal Zen

Personal Zen uses a neuroscience based technique called Attention Bias Modification (ABM) to re-train emotional and attentional patterns that can drive persistent feelings of anxiety and distress.  ABM is a family of evidence-based cognitive training interventions that involve screen-based interactions with facial stimuli. Personal Zen is the first clinically validated ABM technique in the form of a mobile game.

Why Faces?
Even before babies can  crawl, they can recognize the difference between a smiling face and an angry one. Facial expressions are unique in their ability to capture our attention and drive an emotional response.  Through the repetition of interactions that focus attention on a pleasant face, ABM re-trains the associated neural pathways to produce positive mental health outcomes.

Through a decade of placebo-controlled, NIH-funded research and development, Personal Zen is the first and only clinically validated intervention to combine ABM with an engaging mobile game format.

Personal Zen’s proprietary game mechanics have been designed and optimized through a decade of neurocognitive research using:

Research Collaborators

Research Sponsors

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Research Sponsors

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Published Research

Personal Zen’s game-based approach to the neurocognitive training technique attention bias modification (ABM) has been widely published in leading peer-reviewed research journals.

Mobile Attention Bias Modification Training Is a Digital Health Solution for Managing Distress in Multiple Sclerosis
Charvet, L., George, A., Cho, H., Crupp, L.B. & Dennis-Tiwary, T. A. (2021)

Purpose: Longitudinal study to investigate Personal Zen’s therapeutic potential in adult and pediatric populations with co-morbid anxiety and chronic illness.

Study Population: Patients (ages 12-24) with pediatric-onset Multiple Sclerosis

Administration: 30 minutes per week over 4 weeks

Primary Endpoints:

  • Self-reported anxiety for adults (Beck Anxiety Inventory) 

  • Self-reported anxiety for  youth (Multidimensional Anxiety Scale for Children)

  • Self-reported mood (Positive and Negative Affect Schedule)

Results:

38% 
Reduction in adult self-reported anxiety (BAI)

20% 

Reduction in youth self-reported anxiety (MASC)

15% 

Reduction in negative affect (PANAS)

Salutary effects of an attention bias modification mobile application on biobehavioral measures of stress and anxiety during pregnancy

 Dennis-Tiwary, T. A., Denefrio, S., and Gelber, S. (2017)

Purpose: Longitudinal study to investigate Personal Zen’s therapeutic potential to treat anxiety and distress during pregnancy.

Study Population: Patients aged 23-45 in their 19th-29th week of pregnancy

Administration: 30 minutes per week for 4 weeks with placebo arm

Primary Endpoints:

  • Salivary cortisol following exposure to standardized stressor (AUC1)

  • Cognitive signs of anxiety (Dot Probe Task Measure)

9.4% 
Reduction in stress hormone cortisol
(AUC1)

 

491% 

Reduction in cognitive signs of anxiety (DPTM)

For whom the bell tolls: Neurocognitive individual differences in the acute stress-reduction effects of an attention bias modification game for anxiety

 Dennis-Tiwary, T. A.,Egan. L. J., Babkirk, S., and Denefrio, S. (2016)

Purpose: To map out individual cognitive differences among patient cohorts with high trait anxiety for game design optimization.

Study Population: Participants aged 18-38 with high trait anxiety, measured via State-Trait Anxiety Inventory (STAI)

Administration: Single session study with placebo arm

Primary Endpoints:

  • Cognitive control; event related potentials (ERPs) measured via Negative Deflection After Visual Stimulus (N2)

  • Stress resilience measured via Trier Social Stress Test (TSST)

147% 

difference in male cognitive control
vs. placebo
(N2)

30% 

difference in female stress resilience relative to placebo
(TSST)

Mental Health on the Go: Effects of a Gamified Attention-Bias Modification Mobile Application in Trait Anxious Adults

Dennis-Tiwary, T. A., and O’Toole, L., J. (2014)

Purpose: Two randomized controlled trials conducted to optimize gameplay dosage and serve as proof of concept studies for individuals with high trait anxiety.

Study Population: Participants aged 18-38 with high trait anxiety, measured via State-Trait Anxiety Inventory (STAI)

Administration: Two separate single-session studies at varying durations with placebo arms

Primary Endpoints:

  • Self-reported state anxiety measured by State-Trait Anxiety Inventory (STAI)

  • Cognitive signs of anxiety (Dot Probe Task Measure)

Short Study
8.9%

Reduction in anxiety
(STAI)

Long Study

204%
Reduction in cognitive signs of anxiety
(DPTM)

tDCS Augments the Effects of Gamified, Mobile Attention Bias Modification
Myruski, S., Cho, H., Bikson, M., & Dennis-Tiwary, T. A. (2021)

Purpose: Study to investigate combination of Personal Zen with neurostimulation to better understand neurobiology of PZ’s mechanism of action.

Study Population: Adults with normal to moderate levels of anxiety measured by DASS-21

Administration: Single session in combination  with tDCS neurostimulation headset; placebo tDCS arm

Primary Endpoints:

  • Self-reported anxiety (Analog Mood Scale) 

  • Cognitive signs of anxiety (Dot Probe Task Measure)

41.6%

Reduction in self-reported anxiety (AMS)

257%

Reduction in cognitive signs of anxiety
(DPTM)

Pipeline

In addition to Personal Zen, Wise is developing its next-generation prescription digital therapeutics (PDTs) to be reviewed and approved by the FDA as prescribed treatments for targeted indications.

Interested in participating in a virtual research study? Email us at virtualtrials@wisedtx.com.