1Outpatient Clinic for Behavioral Addictions, Department of Psychosomatic Medicine and Psychotherapy, University Medical Center of the Johannes Gutenberg-University Mainz, Untere Zahlbacher Str. 8, 55131, Mainz, Germany.
2Interdisciplinary Center for Clinical Trials (IZKS) Mainz, University Medical Center of the Johannes Gutenberg-University Mainz, Langenbeckstraße 1 D-55131, Mainz, Germany.
J Behav Addict. 2023 Feb 14;12(1):159-167. doi: 10.1556/2006.2022.00091. Print 2023 Mar 30.
According to ICD-11 gaming disorder is currently defined as a behavioral addiction. While our understanding of crucial aspects of this new condition including other subtypes of internet use disorders is growing, less is known about treatment strategies and their effectiveness. Particularly, dimensions of life satisfaction and their meaning for internet use disorders are poorly investigated. The aim of this study was addressing the role of life satisfaction dimensions in a randomized controlled trial. We examined life satisfaction as an additional treatment outcome and investigated in how far life satisfaction is predictive for symptom reduction and related to personality traits.
A multicenter randomized controlled trial with three measure points (baseline, post-treatment, 6-month follow-up) was conducted based on N = 143 patients aged 17 and above meeting diagnostic criteria for internet use disorders. A cognitive-behavioral disorder specific intervention was applied in n = 72 and compared to a wait list control (n = 71). Endpoints included symptoms of internet use disorders, psychosocial functioning, and life satisfaction. Personality traits were assessed as moderating factors.
Life satisfaction (η2 = 0.106) and health satisfaction (η2 = 0.173) significantly increased in the intervention group with large effect sizes. Decreasing symptoms of internet use disorders at follow-up were predicted by life satisfaction at post-treatment (ß = -0.51) with extraversion (B = 1.606) and openness (B = 2.069) moderating this association.
Life satisfaction yields additional value as a secondary treatment outcome in internet use disorders and can be therapeutically addressed in order to stabilize treatment effects in the long run. Our study indicates that existing treatment strategies might benefit from explicitly addressing and enhancing psychosocial resources in order to prevent relapses in patients.
根据 ICD-11,游戏障碍目前被定义为一种行为成瘾。尽管我们对这一新病症的许多关键方面(包括其他互联网使用障碍的亚型)的了解在不断增加,但对于治疗策略及其效果的了解却较少。特别是,生活满意度的各个维度及其对互联网使用障碍的意义还没有得到充分的研究。本研究的目的是探讨生活满意度维度在随机对照试验中的作用。我们将生活满意度视为附加的治疗结果,并研究生活满意度对症状减轻的预测作用以及与人格特质的关系。
一项基于 N=143 名年龄在 17 岁及以上、符合互联网使用障碍诊断标准的患者的多中心随机对照试验,共进行了三个测量点(基线、治疗后、6 个月随访)。对 n=72 名患者应用认知行为障碍特异性干预,并与等待名单对照(n=71)进行比较。终点包括互联网使用障碍症状、心理社会功能和生活满意度。人格特质被评估为调节因素。
干预组的生活满意度(η2=0.106)和健康满意度(η2=0.173)显著增加,具有较大的效应量。随访时互联网使用障碍症状的减少与治疗后生活满意度呈负相关(β=-0.51),外向性(B=1.606)和开放性(B=2.069)对此有调节作用。
生活满意度作为互联网使用障碍的次要治疗结果具有额外的价值,可以在治疗中加以解决,以稳定长期的治疗效果。我们的研究表明,现有的治疗策略可能受益于明确解决和增强心理社会资源,以防止患者复发。