Effect of brief gaming abstinence on withdrawal in adolescent at-risk daily garners: A randomized controlled study

被引:17
作者
Evans, Carlee [1 ]
King, Daniel L. [1 ]
Delfabbro, Paul H. [1 ]
机构
[1] Univ Adelaide, Sch Psychol, Level 7,Hughes Bldg, Adelaide, SA 5005, Australia
基金
澳大利亚研究理事会;
关键词
Adolescent; Media restriction; Internet gaming disorder; Craving; Withdrawal; Abstinence; INTERNET ADDICTION; INTERNATIONAL CONSENSUS; DISORDER; GAME; SYMPTOMS; SELF; TOLERANCE; STUDENTS; CRITERIA; MODEL;
D O I
10.1016/j.chb.2018.06.024
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Adolescents who engage in habitual digital gaming activities may be at risk of gaming disorder. Regular periods of gaming abstinence may reduce gaming urges and control gaming at healthy levels. This study examined the impact of 84-hour gaming abstinence on withdrawal, affect, and psychological distress in adolescent habitual gamers. A two (Group: abstainers; control) x six (Time: baseline; day 1, day 2, day 3; post-test; 7-day follow-up) repeated measures design was employed. A sample of 37 adolescent participants were recruited by referral from parents with concerns about their gaming behavior. Participants completed questionnaires and answered open-ended reflective questions about gaming. Overall, the principal hypotheses received limited support. Both groups reported a significant reduction in withdrawal symptoms post-baseline, which was maintained at follow up. Abstainers felt bored without a daily gaming routine, but reportedly developed new gaming attitudes and engaged in family activities and outdoor physical activities. Daily self-monitoring may have reduced gaming withdrawal, and self-monitoring combined with brief abstinence may have fostered healthier gaming attitudes. However, the reduction in withdrawal among non-abstainers suggests that the relationship between urges to play games and actual time spent playing may not be straightforward.
引用
收藏
页码:70 / 77
页数:8
相关论文
共 65 条
[1]   THE HAWTHORNE EFFECT - A RECONSIDERATION OF THE METHODOLOGICAL ARTIFACT [J].
ADAIR, JG .
JOURNAL OF APPLIED PSYCHOLOGY, 1984, 69 (02) :334-345
[2]   The development of the self in the era of the Internet and role-playing fantasy games [J].
Allison, SE ;
von Wahlde, L ;
Shockley, T ;
Gabbard, GO .
AMERICAN JOURNAL OF PSYCHIATRY, 2006, 163 (03) :381-385
[3]  
[Anonymous], DIGITAL AUSTR 2016
[4]  
[Anonymous], 2005, J. Subst. Abus, DOI [10.1080/14659890500114359, DOI 10.1080/14659890500114359]
[5]  
APA, 2013, DIAGNOSTIC STAT MANU, DOI DOI 10.1176/APPI.BOOKS.9780890425596.744053
[6]   A Qualitative Analysis of Online Gaming Addicts in Treatment [J].
Beranuy, Marta ;
Carbonell, Xavier ;
Griffiths, Mark D. .
INTERNATIONAL JOURNAL OF MENTAL HEALTH AND ADDICTION, 2013, 11 (02) :149-161
[7]   Are we overpathologizing everyday life? A tenable blueprint for behavioral addiction research [J].
Billieux, Joel ;
Schimmenti, Adriano ;
Khazaal, Yasser ;
Maurage, Pierre ;
Heeren, Alexandre .
JOURNAL OF BEHAVIORAL ADDICTIONS, 2015, 4 (03) :119-123
[8]  
[曹枫林 CAO FengLin], 2007, [中国心理卫生杂志, Chinese Mental Health Journal], V21, P346
[9]  
Cohen J., 1988, STAT POWER ANAL BEHA, DOI [10.4324/9780203771587, DOI 10.4324/9780203771587]
[10]   Gaming Increases Craving to Gaming-Related Stimuli in Individuals With Internet Gaming Disorder [J].
Dong, Guangheng ;
Wang, Lingxiao ;
Du, Xiaoxia ;
Potenza, Marc N. .
BIOLOGICAL PSYCHIATRY-COGNITIVE NEUROSCIENCE AND NEUROIMAGING, 2017, 2 (05) :404-412