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电子游戏作为神经性贪食症患者认知行为疗法的辅助治疗工具的应用

The Use of Videogames as Complementary Therapeutic Tool for Cognitive Behavioral Therapy in Bulimia Nervosa Patients.

作者信息

Fernandez-Aranda Fernando, Jimenez-Murcia Susana, Santamaría Juan J, Giner-Bartolomé Cristina, Mestre-Bach Gemma, Granero Roser, Sánchez Isabel, Agüera Zaida, Moussa Maher H, Magnenat-Thalmann Nadia, Konstantas Dimitri, Lam Tony, Lucas Mikkel, Nielsen Jeppe, Lems Peter, Tarrega Salomé, Menchón José Manuel

机构信息

1 Department of Psychiatry, University Hospital of Bellvitge-IDIBELL , Barcelona, Spain .

2 CIBER Fisiopatología Obesidad y Nutrición (CIBERObn), Instituto Salud Carlos III , Barcelona, Spain .

出版信息

Cyberpsychol Behav Soc Netw. 2015 Dec;18(12):744-51. doi: 10.1089/cyber.2015.0265. Epub 2015 Nov 19.

Abstract

Although cognitive behavioral therapy (CBT) has been demonstrated to be the most effective approach for the treatment of bulimia nervosa (BN), there is lack of studies showing whether a combination with a serious video game (SVG) might be useful to enhance patients' emotional regulation capacities and general outcome. The aims of this study were (a) to analyze whether outpatient CBT + SVG, when compared with outpatient CBT - SVG, shows better short-term outcome; (b) to examine whether the CBT + SVG group is more effective in reducing emotional expression and levels of anxiety than CBT - SVG. Thirty-eight patients diagnosed as having BN according to DSM-5 criteria were consecutively assigned to two outpatient group therapy conditions (that lasted for 16 weekly sessions): 20 CBT + SVG versus 18 CBT - SVG. Patients were assessed before and after treatment using not only a food and binging/purging diary and clinical questionnaires in the field of eating disorders but also additional indexes for measuring anger expression and anxiety. Regarding the post-treatment psychometric measures, most of the mean differences (Eating Disorder Inventory-2, Symptom Checklist-Revised, State-Trait Anxiety Index, and partially State-Trait Anger Expression Inventory) achieved moderate to high effect size (d > 0.5), in the sense that CBT + SVG obtained the best results compared with the CBT - SVG group. Regarding therapy outcome (dropout, partial remission, and total remission), CBT + SVG showed better results and a moderate effect size emerged for the comparison of the risk of dropout during the treatment, being higher for CBT - SVG compared with CBT + SVG (44.1 percent versus 20.0 percent, d = 0.54). Although the sample size in our study was low, and consequently results should be considered with caution, we have obtained promising findings suggesting that in the short-term CBT + SVG might be a good option not only for improving emotional dysregulation and approaching the current limitations of CBT - SVG in BN but also for enhancing the therapy adherence of patients.

摘要

尽管认知行为疗法(CBT)已被证明是治疗神经性贪食症(BN)最有效的方法,但缺乏研究表明与严肃电子游戏(SVG)相结合是否有助于提高患者的情绪调节能力和总体治疗效果。本研究的目的是:(a)分析门诊CBT + SVG与门诊CBT - SVG相比,是否具有更好的短期治疗效果;(b)检验CBT + SVG组在减少情绪表达和焦虑水平方面是否比CBT - SVG组更有效。根据《精神疾病诊断与统计手册》第5版标准,38名被诊断为BN的患者被连续分配到两种门诊团体治疗方案中(为期16周,每周一次):20名接受CBT + SVG治疗,18名接受CBT - SVG治疗。治疗前后,不仅使用饮食和暴饮暴食/催吐日记以及饮食失调领域的临床问卷对患者进行评估,还使用测量愤怒表达和焦虑的其他指标。关于治疗后的心理测量指标,大多数平均差异(饮食失调量表-2、症状自评量表修订版、状态-特质焦虑量表以及部分状态-特质愤怒表达量表)达到中度至高度效应量(d > 0.5),即CBT + SVG组与CBT - SVG组相比取得了更好的结果。关于治疗效果(退出、部分缓解和完全缓解),CBT + SVG显示出更好的结果,在比较治疗期间退出风险时出现中度效应量,CBT - SVG组的退出风险高于CBT + SVG组(44.1%对20.0%,d = 0.54)。尽管我们研究中的样本量较小,因此结果应谨慎考虑,但我们已经获得了有前景的发现,表明短期内CBT + SVG可能不仅是改善情绪失调和克服当前CBT - SVG在BN治疗中的局限性的良好选择,也是提高患者治疗依从性的良好选择。

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