A digital, game-based, single-session intervention (SSI) targeting anxiety-related 'flashforwards' (intrusive worst-case future imagery) in 20 young adults aged 16–24 with anxiety problems (GAD-7 ≥5). Participants recalled a target flashforward then played Tetris for ~20 min to tax working memory; daily flashforward frequency was tracked via app diary over Weeks 1 (baseline), 2 (post-intervention), and 5 (follow-up).
Main flashforward frequency dropped by **33.96%** (Week 1→2) and **50.94%** (Week 1→5); 60% were full responders (≥50% reduction) by Week 5. GAD-7 fell a mean of **4 points** (11.87→7.87), with 87% of week-1 probable-GAD participants no longer meeting the threshold at Week 5 (13/15→3/15). The aggregated Tau-U analysis confirmed a significant medium effect beyond baseline trends (τU = −0.22, p = .002). Zero attrition and no adverse events.
- No control group; improvements cannot be definitively attributed to the intervention vs. spontaneous recovery. - Sample was predominantly cisgender female (limits generalisability to males and non-binary individuals). - Study was not pre-registered, and the intervention was delivered by a research clinical psychologist, so generalisability to non-specialist or fully self-guided delivery is unknown.
A single session of brief flashforward recall followed by ~20 min of Tetris play showed a promising early signal for reducing intrusive anxiety imagery and GAD symptoms in youth, with high acceptability and no adverse events. Clinicians working with anxious young people may find this imagery-interference approach worth watching as a low-burden, scalable adjunct—but controlled trials are needed before routine adoption.
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