• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

自认为有问题的互联网使用者的特征和治疗反应在行为成瘾门诊中。

Characteristics and treatment response of self-identified problematic Internet users in a behavioral addiction outpatient clinic.

机构信息

University Hospital of Geneva, Geneva, Switzerland.

Laboratory for Experimental Psychopathology, Psychological Science Research Institute, Catholic University of Louvain, Louvain-la-Neuve, Belgium.

出版信息

J Behav Addict. 2014 Mar;3(1):78-81. doi: 10.1556/JBA.3.2014.008. Epub 2014 Feb 3.

DOI:10.1556/JBA.3.2014.008
PMID:25215217
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC4117276/
Abstract

AIMS

Controversies remain about the validity of the diagnosis of problematic Internet use. This might be due in part to the lack of longitudinal naturalistic studies that have followed a cohort of patients who self-identify as having Internet-related problems.

METHODS

This retrospective study included 57 patients who consulted the Geneva Addiction Outpatient Clinic from January 1, 2007, to January 1, 2010. Patients underwent an initial clinical psychiatric evaluation that included collection of data on socio-demographics, method of referral, specific Internet usage, psychiatric diagnosis, and Internet Addiction Test (IAT) and Clinical Global Impression Scale (CGI) scores. Treatment consisted of individual psychotherapeutic sessions.

RESULTS

Of these patients, 98% were male and 37% were 18 years or younger. Most patients were online gamers (46% playing massively multiplayer online role-playing games). The mean IAT score was 52.9 (range 20-90). Sixty-eight percent of patients had a co-morbid psychiatric diagnosis, with social phobia being the most prevalent (17.8%). Patients who remained in treatment (dropout rate 24%) showed an overall improvement of symptoms: 38.6% showed significant or average improvement on their CGI score, 26.3% showed minimal improvement, and 14% showed no change.

CONCLUSIONS

Our results support the hypothesis that there are specific types of Internet use, with online gaming mainly affecting young male patients. As Internet addiction is not yet an official diagnosis, better instruments are needed to screen patients and to avoid false-negative and false-positive diagnoses. Successful care should integrate the treatment of co-morbid symptoms and involve families and relatives in the therapeutic process.

摘要

目的

关于问题性互联网使用的诊断有效性仍存在争议。部分原因可能是缺乏对自我识别为存在互联网相关问题的患者队列进行的纵向自然主义研究。

方法

这项回顾性研究纳入了 2007 年 1 月 1 日至 2010 年 1 月 1 日期间在日内瓦成瘾门诊就诊的 57 名患者。患者接受了初步的临床精神病学评估,包括收集社会人口统计学、转诊方法、特定互联网使用、精神诊断以及互联网成瘾测试(IAT)和临床总体印象量表(CGI)评分的数据。治疗包括个体心理治疗。

结果

这些患者中,98%为男性,37%年龄在 18 岁或以下。大多数患者是网络游戏玩家(46%玩大型多人在线角色扮演游戏)。IAT 平均得分为 52.9(范围 20-90)。68%的患者存在共病精神诊断,社交恐惧症最为常见(17.8%)。继续治疗的患者(辍学率为 24%)表现出症状的总体改善:38.6%的患者在 CGI 评分上有显著或平均改善,26.3%有轻微改善,14%无变化。

结论

我们的结果支持以下假设,即存在特定类型的互联网使用,网络游戏主要影响年轻男性患者。由于互联网成瘾尚未成为正式诊断,因此需要更好的工具来筛选患者,避免假阴性和假阳性诊断。成功的治疗应整合共病症状的治疗,并让家庭和亲属参与治疗过程。

相似文献

1
Characteristics and treatment response of self-identified problematic Internet users in a behavioral addiction outpatient clinic.自认为有问题的互联网使用者的特征和治疗反应在行为成瘾门诊中。
J Behav Addict. 2014 Mar;3(1):78-81. doi: 10.1556/JBA.3.2014.008. Epub 2014 Feb 3.
2
Factor Structure of the Internet Addiction Test in Online Gamers and Poker Players.网络游戏玩家和扑克玩家网络成瘾测试的因子结构。
JMIR Ment Health. 2015 Apr 22;2(2):e12. doi: 10.2196/mental.3805. eCollection 2015 Apr-Jun.
3
The association between online gaming, social phobia, and depression: an internet survey.网络游戏、社交恐惧症和抑郁症之间的关联:一项网络调查。
BMC Psychiatry. 2012 Jul 28;12:92. doi: 10.1186/1471-244X-12-92.
4
Impulsivity in Multiplayer Online Battle Arena Gamers: Preliminary Results on Experimental and Self-Report Measures.多人在线战斗竞技游戏玩家的冲动性:关于实验和自我报告测量的初步结果
J Behav Addict. 2016 Jun;5(2):351-6. doi: 10.1556/2006.5.2016.028. Epub 2016 May 9.
5
Measuring Female Gaming: Gamer Profile, Predictors, Prevalence, and Characteristics From Psychological and Gender Perspectives.衡量女性游戏玩家:从心理和性别视角看玩家概况、预测因素、流行程度及特征
Front Psychol. 2019 Apr 26;10:898. doi: 10.3389/fpsyg.2019.00898. eCollection 2019.
6
Characteristics of Social Network Gamers: Results of an Online Survey.社交网络游戏玩家的特征:一项在线调查的结果
Front Psychiatry. 2015 Jul 8;6:69. doi: 10.3389/fpsyt.2015.00069. eCollection 2015.
7
Internet Addiction, Smartphone Addiction, and Hikikomori Trait in Japanese Young Adult: Social Isolation and Social Network.日本青年的网络成瘾、智能手机成瘾与茧居特质:社会隔离与社交网络
Front Psychiatry. 2019 Jul 10;10:455. doi: 10.3389/fpsyt.2019.00455. eCollection 2019.
8
The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents.青少年中问题性电子游戏、物质使用和心理社会问题的共病现象。
J Behav Addict. 2014 Sep;3(3):157-65. doi: 10.1556/JBA.3.2014.013. Epub 2014 Aug 26.
9
Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games.网络游戏成瘾?动机预测大型多人在线角色扮演游戏中的成瘾性游戏行为。
Cyberpsychol Behav Soc Netw. 2012 Sep;15(9):480-5. doi: 10.1089/cyber.2012.0034.
10
Generalised Versus Specific Internet Use-Related Addiction Problems: A Mixed Methods Study on Internet, Gaming, and Social Networking Behaviours.广义与狭义的互联网使用相关成瘾问题:互联网、游戏和社交网络行为的混合方法研究。
Int J Environ Res Public Health. 2018 Dec 19;15(12):2913. doi: 10.3390/ijerph15122913.

引用本文的文献

1
Can playing Dungeons and Dragons be good for you? A registered exploratory pilot programme using offline tabletop role-playing games to mitigate social anxiety and reduce problematic involvement in multiplayer online video games.玩《龙与地下城》对你有好处吗?一项注册的探索性试点项目,利用线下桌面角色扮演游戏来缓解社交焦虑并减少对多人在线视频游戏的问题性沉迷。
R Soc Open Sci. 2025 Apr 9;12(4):250273. doi: 10.1098/rsos.250273. eCollection 2025 Apr.
2
A Cross-sectional Study on Internet Gaming Disorder and Its Association with Personality Traits in Engineering Students.工科学生网络成瘾障碍及其与人格特质的关联横断面研究
Indian J Psychol Med. 2024 Nov;46(6):579-584. doi: 10.1177/02537176241232107. Epub 2024 Mar 7.
3
Predictors of Gaming Disorder or Protective from It, in a French Sample: A Symptomatic Approach to Self-Regulation and Pursued Rewards, Providing Insights for Clinical Practice.法国人群中游戏障碍的预测因素或保护因素:一种对自我调节和追求奖励的症状学方法,为临床实践提供了见解。
Int J Environ Res Public Health. 2022 Aug 2;19(15):9476. doi: 10.3390/ijerph19159476.
4
Response to the Regulation of Video Games under the Youth Media Protection Act: A Public Health Perspective.回应《青少年媒体保护法》下的视频游戏监管:公共卫生视角。
Int J Environ Res Public Health. 2022 Jul 29;19(15):9320. doi: 10.3390/ijerph19159320.
5
The Effect of Psychosocial Interventions for Reducing Co-occurring Symptoms of Depression and Anxiety in Individuals with Problematic Internet Use: A Systematic Review and Meta-analysis.心理社会干预对减少有问题的互联网使用个体中抑郁和焦虑共发症状的影响:一项系统评价与荟萃分析
Int J Ment Health Addict. 2022 Jun 3:1-22. doi: 10.1007/s11469-022-00846-6.
6
Emerging experience with selected new categories in the ICD-11: complex PTSD, prolonged grief disorder, gaming disorder, and compulsive sexual behaviour disorder.国际疾病分类第11版中选定新类别(复杂创伤后应激障碍、持续性悲伤障碍、游戏障碍和强迫性性行为障碍)的新经验。
World Psychiatry. 2022 Jun;21(2):189-213. doi: 10.1002/wps.20960.
7
The development and validation of the Videogaming Motives Questionnaire (VMQ).电子游戏动机问卷(VMQ)的编制与验证。
PLoS One. 2020 Oct 23;15(10):e0240726. doi: 10.1371/journal.pone.0240726. eCollection 2020.
8
A Multimodal Analysis Combining Behavioral Experiments and Survey-Based Methods to Assess the Cognitive Effect of Video Game Playing: Good or Evil?一种结合行为实验和基于调查方法的多模态分析,以评估视频游戏对认知的影响:是好是坏?
Sensors (Basel). 2020 Jun 5;20(11):3219. doi: 10.3390/s20113219.
9
Maladaptive Personality Functioning and Psychopathological Symptoms in Problematic Video Game Players: A Person-Centered Approach.问题游戏玩家的适应不良人格功能与心理病理症状:一种以人为本的方法。
Front Psychol. 2019 Nov 19;10:2559. doi: 10.3389/fpsyg.2019.02559. eCollection 2019.
10
Treatment efficacy of a specialized psychotherapy program for Internet Gaming Disorder.专门的网络成瘾治疗方案的治疗效果。
J Behav Addict. 2018 Dec 1;7(4):939-952. doi: 10.1556/2006.7.2018.111. Epub 2018 Nov 14.

本文引用的文献

1
Behavioral addictions: Past, present and future.行为成瘾:过去、现在与未来。
J Behav Addict. 2012 Mar;1(1):1-2. doi: 10.1556/JBA.1.2012.1.0.
2
Internet addiction assessment tools: dimensional structure and methodological status.网络成瘾评估工具:维度结构和方法学现状。
Addiction. 2013 Jul;108(7):1207-16. doi: 10.1111/add.12202. Epub 2013 May 7.
3
Cognitive-behavioral approaches to outpatient treatment of internet addiction in children and adolescents.认知行为疗法对儿童和青少年网络成瘾的门诊治疗。
J Clin Psychol. 2012 Nov;68(11):1185-95. doi: 10.1002/jclp.21918. Epub 2012 Sep 13.
4
Assessing clinical trials of Internet addiction treatment: a systematic review and CONSORT evaluation.评估网瘾治疗的临床试验:系统评价和 CONSORT 评估。
Clin Psychol Rev. 2011 Nov;31(7):1110-6. doi: 10.1016/j.cpr.2011.06.009. Epub 2011 Jul 7.
5
Gambling disorders.赌博障碍。
Lancet. 2011 Nov 26;378(9806):1874-84. doi: 10.1016/S0140-6736(10)62185-X. Epub 2011 May 18.
6
Why do you play? The development of the motives for online gaming questionnaire (MOGQ).你为什么玩游戏?在线游戏动机问卷(MOGQ)的发展。
Behav Res Methods. 2011 Sep;43(3):814-25. doi: 10.3758/s13428-011-0091-y.
7
Online video game addiction: identification of addicted adolescent gamers.网络电子游戏成瘾:成瘾青少年玩家的识别。
Addiction. 2011 Jan;106(1):205-12. doi: 10.1111/j.1360-0443.2010.03104.x. Epub 2010 Sep 15.
8
The clinical global impressions scale: applying a research tool in clinical practice.临床总体印象量表:在临床实践中应用一种研究工具。
Psychiatry (Edgmont). 2007 Jul;4(7):28-37.
9
Proposed diagnostic criteria for internet addiction.网络成瘾的诊断标准。
Addiction. 2010 Mar;105(3):556-64. doi: 10.1111/j.1360-0443.2009.02828.x.
10
The effect of methylphenidate on Internet video game play in children with attention-deficit/hyperactivity disorder.哌甲酯对注意缺陷/多动障碍儿童网络游戏行为的影响。
Compr Psychiatry. 2009 May-Jun;50(3):251-6. doi: 10.1016/j.comppsych.2008.08.011. Epub 2008 Oct 15.