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Compr Psychiatry. 2024 Aug;133:152500. doi: 10.1016/j.comppsych.2024.152500. Epub 2024 May 10.
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The mediating effect of dispositional mindfulness on the association between UPPS-P impulsivity traits and gaming disorder among Asia-Pacific young adults.特质正念在亚太地区青年中 UPPS-P 冲动特质与游戏障碍之间的中介作用。
BMC Psychiatry. 2024 Apr 30;24(1):328. doi: 10.1186/s12888-024-05740-0.
4
Comparison of two brief mindfulness interventions for anxiety, stress and burnout in mental health professionals: a randomised crossover trial.两种简短正念干预对心理健康专业人员焦虑、压力和职业倦怠影响的比较:一项随机交叉试验
Front Psychol. 2023 May 12;14:1160714. doi: 10.3389/fpsyg.2023.1160714. eCollection 2023.
5
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6
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7
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The prevalence and possible risk factors of internet gaming disorder among adolescents and young adults: Systematic reviews and meta-analyses.青少年和年轻成人中互联网游戏障碍的流行率及可能的危险因素:系统综述和荟萃分析。
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Exploring Internet gaming disorder: an updated perspective of empirical evidence (from 2016 to 2021).探索网络成瘾障碍:(2016 年至 2021 年)实证证据的最新视角。
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Novel approaches for treating Internet Gaming Disorder: A review of technology-based interventions.治疗网络成瘾障碍的新方法:基于技术的干预措施综述。
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探究基于虚拟现实的正念干预对网络游戏障碍的有效性。

Investigating the Effectiveness of a Virtual-Reality-Based Mindfulness Intervention on Internet Gaming Disorder.

作者信息

Tvrtković-Hasandić Selma, Ünal-Aydın Pınar

机构信息

Department of Psychology, International University of Sarajevo, 71000 Sarajevo, Bosnia and Herzegovina.

出版信息

Behav Sci (Basel). 2024 Nov 27;14(12):1137. doi: 10.3390/bs14121137.

DOI:10.3390/bs14121137
PMID:39767278
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11674028/
Abstract

Novel treatment approaches for Internet Gaming Disorder (IGD) include the use of mindfulness and technology-based interventions. Mindfulness has been shown as a protective factor against IGD, but the treatment dropout rates are high due to long sessions and treatment duration. Pathological gamers show approach bias towards technological gadgets, and the inclusion of Virtual Reality has been effective in IGD treatment. Due to the effectiveness of mindfulness and the attractiveness of VR, a combined intervention could decrease treatment time and willingness for treatment. Therefore, the aim of this study was to examine the effectiveness of a brief VR-based mindfulness intervention on IGD symptomatology. Nine participants meeting the IGD symptom criteria, ten recreational game users, and eight healthy controls without a gaming history participated in the study. The intervention consisted of four weekly 20-min-long Attentional Focus Mindfulness sessions. The results indicate a significant reduction in IGD symptoms and weekend gaming time in the treatment group. Despite the small sample size in the treatment group (n = 9) and lack of randomization, the findings constitute a valuable starting point. As a cost- and time-effective intervention, this approach could reduce dropout rates and increase treatment adherence, especially in younger gamers. Additional studies with a larger sample size, randomization, and a longitudinal approach are needed to further validate the found results.

摘要

针对网络游戏障碍(IGD)的新型治疗方法包括使用正念和基于技术的干预措施。正念已被证明是预防IGD的一个保护因素,但由于疗程长和治疗持续时间久,治疗退出率很高。病态游戏玩家对科技产品表现出趋近偏差,而将虚拟现实纳入IGD治疗已证明有效。鉴于正念的有效性和虚拟现实的吸引力,联合干预可能会缩短治疗时间并提高治疗意愿。因此,本研究的目的是检验一种基于虚拟现实的简短正念干预对IGD症状的有效性。九名符合IGD症状标准的参与者、十名休闲游戏用户和八名无游戏史的健康对照者参与了该研究。干预措施包括每周进行四次、每次20分钟的注意力聚焦正念训练课程。结果表明,治疗组的IGD症状和周末游戏时间显著减少。尽管治疗组样本量较小(n = 9)且缺乏随机分组,但这些发现构成了一个有价值的起点。作为一种具有成本效益和时间效益的干预措施,这种方法可以降低退出率并提高治疗依从性,尤其是在年轻游戏玩家中。需要进行更多样本量更大、采用随机分组和纵向研究方法的研究,以进一步验证所发现的结果。