Effectiveness of an integrated motivational cognitive-behavioral group intervention for adolescents with gaming disorder: a randomized controlled trial

被引:6
作者
Ji, Yinan [1 ]
Wong, Daniel Fu Keung [1 ]
机构
[1] Hong Kong Baptist Univ, Dept Social Work, Hong Kong, Peoples R China
关键词
China; cognitive-behavioral therapy; gaming disorder; gaming motivation; integrated method; maladaptive gaming cognition; strength-based approach; VIDEO GAME ADDICTION; INTERNET ADDICTION; DEPRESSION; VALIDITY; MOTIVES; HEALTH; MODEL; PHQ-9; PLAY;
D O I
10.1111/add.16292
中图分类号
R194 [卫生标准、卫生检查、医药管理];
学科分类号
摘要
Aims, Design and SettingThe aim of this study was to test the efficacy of the integrated cognitive-behavioral therapy with a strength-based motivational approach [internet-delivered cognitive-behavioral therapy (ICBT)] intervention to change gaming disorder (GD) symptoms and other outcomes and to study the therapeutic mechanism. A two-arm parallel randomized waiting-list controlled trial with 3- and 6-month follow-ups were conducted in a secondary vocational school in mainland China. ParticipantsParticipants comprised 77 Chinese adolescents with GD symptoms with a mean age of 16.36 years [standard deviation (SD) = 0.93]; 88.3% were male InterventionsParticipants were randomized into an ICBT group (n = 38) and a waiting-list control (WLC, n = 39) group. ICBT intervention comprised eight weekly sessions to encourage participants to identify their interests and strengths and set goals for developing personally meaningful real-life activities. Measurements and FindingsThe outcomes were measured at pre-treatment (t(0)), post-treatment (t(1)), 3-month (t(2)) and 6-month (t(3)) follow-ups. The primary outcome was GD symptoms at t3. Secondary outcomes included GD symptoms at t(1) and t(2), and gaming motivation, maladaptive gaming cognition, depression and anxiety symptoms at t(1), t(2) and t(3). With the intention-to-treat principle, the GD scores at t(3) were significantly different between the CBT and WLC groups [mean difference 62.08 (SD = 10.48) versus 73.64 (SD = 11.70); Hedges' g = 1.15, 95% confidence interval = 0.67-1.62]. Linear mixed-effects modeling showed significant group x time interaction for the secondary outcomes (P < 0.01), with a moderate to strong between-group effect size in the reduction in depression symptoms (g = 0.67-0.84) and anxiety symptoms (g = 0.6-0.64). Path analysis shows ICBT leads to GD reduction through reducing gaming motivation and maladaptive gaming cognition. ConclusionsAn integrated cognitive-behavioral therapy with strength-based motivational approach intervention reduced gaming disorder symptoms and time spent gaming over a 6-month period by decreasing maladaptive gaming motivation and cognition.
引用
收藏
页码:2093 / 2104
页数:12
相关论文
共 73 条
  • [1] American Psychiatric Association (APA), 2022, Diagnostic and Statistical Manual of Mental Disorders, V5th ed., DOI [10.1176/appi.books.9780890425787, 10.1176/appi.books.9780890425596.744053, DOI 10.1176/APPI.BOOKS.9780890425596]
  • [2] Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model
    Brand, Matthias
    Young, Kimberly S.
    Laier, Christian
    Woelfling, Klaus
    Potenza, Marc N.
    [J]. NEUROSCIENCE AND BIOBEHAVIORAL REVIEWS, 2016, 71 : 252 - 266
  • [3] Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems?
    Brunborg, Geir Scott
    Mentzoni, Rune Aune
    Froyland, Lars Roar
    [J]. JOURNAL OF BEHAVIORAL ADDICTIONS, 2014, 3 (01) : 27 - 32
  • [4] Depression, Internet Gaming Disorder, and the Moderating Effect of the Gamer-Avatar Relationship: an Exploratory Longitudinal Study
    Burleigh, Tyrone L.
    Stavropoulos, Vasilis
    Liew, Lucas W. L.
    Adams, Baxter L. M.
    Griffiths, Mark D.
    [J]. INTERNATIONAL JOURNAL OF MENTAL HEALTH AND ADDICTION, 2018, 16 (01) : 102 - 124
  • [5] [才源源 Cai Yuanyuan], 2007, [心理科学, Psychological Science], V30, P169
  • [6] The Comparative Efficacy of Treatments for Children and Young Adults with Internet Addiction/Internet Gaming Disorder: An Updated Meta-Analysis
    Chang, Chuan-Hsin
    Chang, Yue-Cune
    Yang, Luke
    Tzang, Ruu-Fen
    [J]. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH, 2022, 19 (05)
  • [7] The mediation effects of gaming motives between game involvement and problematic Internet use: Escapism, advancement and socializing
    Chang, Shan-Mei
    Hsieh, Grace M. Y.
    Lin, Sunny S. J.
    [J]. COMPUTERS & EDUCATION, 2018, 122 : 43 - 53
  • [8] Dimensions of Emotional Intelligence and Online Gaming Addiction in Adolescence: The Indirect Effects of Two Facets of Perceived Stress
    Che, Dexin
    Hu, Jianping
    Zhen, Shuangju
    Yu, Chengfu
    Li, Bin
    Chang, Xi
    Zhang, Wei
    [J]. FRONTIERS IN PSYCHOLOGY, 2017, 8
  • [9] Chen S., 2003, Chinese Journal of Psychology, V45, P279, DOI 10.1037/t44491-000
  • [10] China Internet Network Information Center, 44 CHIN STAT REP INT