School of Psychology, The University of Adelaide, Australia.
Game Quitters, Canada.
Psychiatry Res. 2018 Mar;261:581-588. doi: 10.1016/j.psychres.2018.01.008. Epub 2018 Jan 10.
Research into the effectiveness of interventions for problematic gaming has been limited by a lack of data concerning the clinical characteristics of voluntary treatment-seekers; the nature and history of their gaming problems; and, their reasons for seeking help. The study aimed to identify variables predictive of short-term commitment to gaming abstinence following initial voluntary contact with an online help service. A total of 186 adult gamers with gaming-related problems were recruited online. Participants completed the DSM-5 Internet gaming disorder (IGD) checklist, Depression Anxiety Stress Scales-21, Internet Gaming Cognition Scale, Gaming Craving Scale, and Gaming Quality of Life Scale. A one-week follow up survey assessed adherence with intended gaming abstinence. Abstainers were less likely to have withdrawal symptoms and less likely to play action shooting games. Participants with mood symptoms (40% of the total) reported significantly more IGD symptoms, stronger maladaptive gaming cognitions (e.g., overvaluing game rewards), more previous occurrences of gaming problems, and poorer quality of life. However, mood symptoms did not predict abstinence from or continuation of gaming. Adults with gaming disorder seeking help to reduce their gaming may benefit initially from strategies that manage withdrawal and psychoeducation about riskier gaming activities.
对有问题游戏干预措施的有效性的研究受到限制,因为缺乏关于自愿寻求治疗者的临床特征的数据;他们游戏问题的性质和历史;以及他们寻求帮助的原因。本研究旨在确定与在线帮助服务的初始自愿接触后,短期戒除游戏的预测变量。总共招募了 186 名有游戏相关问题的成年游戏玩家。参与者完成了 DSM-5 网络游戏障碍(IGD)检查表、抑郁焦虑压力量表-21、网络游戏认知量表、游戏成瘾量表和游戏生活质量量表。一周后的跟进调查评估了对计划中戒除游戏的坚持情况。戒除者出现戒断症状的可能性较小,玩动作射击游戏的可能性也较小。有情绪症状的参与者(占总人数的 40%)报告了明显更多的 IGD 症状、更强的适应不良游戏认知(例如,高估游戏奖励)、更多的游戏问题发生和更差的生活质量。然而,情绪症状并不能预测是否戒除或继续游戏。寻求帮助减少游戏的游戏障碍成年人可能最初会受益于管理戒断和有关风险更高的游戏活动的心理教育的策略。