Deng Lin-Yuan, Liu Lu, Xia Cui-Cui, Lan Jing, Zhang Jin-Tao, Fang Xiao-Yi
Faculty of Education, Beijing Normal UniversityBeijing, China.
Faculty of Psychology, Institute of Developmental Psychology, Beijing Normal UniversityBeijing, China.
Front Psychol. 2017 Apr 10;8:526. doi: 10.3389/fpsyg.2017.00526. eCollection 2017.
Craving, as a central feature of addiction and a precursor of relapse, is targeted recently in addiction intervention. While Internet gaming disorder (IGD), conceptualized as a behavioral addiction, is lack of effective treatment practice and exploration of its mechanism. This research aims to test the effectiveness and detect the active ingredients of craving behavior intervention (CBI) in mitigation of IGD among young adults. A total of 63 male college students with IGD were assigned into the intervention group (six-session CBI intervention) or the waiting-list control group. Structured questionnaires were administered at pre-intervention (T1), post-intervention (T2), 3-month follow-up (T3), and 6-month follow-up (T4). Compared to the control group, a significant decrease in the severity of IGD in intervention group was found at post-intervention and lasting to 6 months after intervention. The value changes of craving could partially mediate the relationship between intervention and changes of IGD among all effects tests (immediate, T2-T1; short-term, T3-T1; and long-term effects, T4-T1). Further, explorations of the active ingredients of intervention found depression relief and shift of psychological needs from Internet to real life significantly predict craving amelioration at both post-intervention and 6-month follow-up. Although preliminary, the current study provides evidence for the value of craving-aimed intervention practice in IGD treatment and identifies two potential active ingredients for mitigation of craving, and the long-term therapeutic benefits are further conferred. Registry name: The behavioral and brain mechanism of IGD; URL: https://www.clinicaltrials.gov/ct2/show/NCT02550405; Registration number: NCT02550405.
渴求作为成瘾的核心特征和复发的先兆,最近成为成瘾干预的目标。虽然网络游戏障碍(IGD)被概念化为一种行为成瘾,但缺乏有效的治疗实践及其机制探索。本研究旨在测试渴求行为干预(CBI)在减轻年轻成年人IGD方面的有效性,并检测其有效成分。共有63名患有IGD的男性大学生被分为干预组(六次CBI干预)或等待名单对照组。在干预前(T1)、干预后(T2)、3个月随访(T3)和6个月随访(T4)时进行结构化问卷调查。与对照组相比,干预组在干预后IGD严重程度显著降低,并持续到干预后6个月。在所有效应测试(即时效应,T2 - T1;短期效应,T3 - T1;长期效应,T4 - T1)中,渴求的数值变化可部分介导干预与IGD变化之间的关系。此外,对干预有效成分的探索发现,缓解抑郁以及心理需求从网络向现实生活的转变在干预后和6个月随访时均能显著预测渴求的改善。尽管本研究是初步的,但为以渴求为目标的干预实践在IGD治疗中的价值提供了证据,并确定了减轻渴求的两种潜在有效成分,且进一步赋予了长期治疗益处。注册名称:IGD的行为和脑机制;网址:https://www.clinicaltrials.gov/ct2/show/NCT02550405;注册号:NCT02550405。