Ayala-Rojas Rocio-Elena, Rosinska Magda, Cárdenas Iván Perales, Soldevilla-Morera Jorge, Granero Roser, Fernández-Aranda Fernando, Jiménez-Murcia Susana
1Department of Psychobiology and Methodology, Autonomous University of Barcelona, Barcelona, Spain.
2Ciber Physiopathology of Obesity and Nutrition (CIBERObn), Instituto de Salud Carlos III, Barcelona, Spain.
J Behav Addict. 2025 Jan 8;14(1):361-372. doi: 10.1556/2006.2024.00070. Print 2025 Mar 28.
Internet gaming disorder (IGD) is a highly engrossing activity with the individual spending up to 10 h per day gaming, this causes issues in accomplishing their tasks and personal goals. Also, to generate in them increased anxiety, impulsivity and lack of social skills, this impacts the good personal development and individual's quality of life. Therefore, it is vital to better understand, in terms of treatment, which factors are associated with therapeutic outcomes (largely to achieve control over the use of video games and the lack of relapses) following a standardized Cognitive Behavioral Therapy (CBT) protocol. This study aimed to explore sociodemographic and personality variables and their relation to treatment outcome in patients with IGD.
The sample included n = 105 patients with IGD, considered between January 2005 and December 2022 and recruited from the Behavioral Addictions Unit at the University Hospital of Bellvitge. Data at baseline was registered (sociodemographic and clinical measures), as well as the therapy outcomes (compliance with the guidelines, presence of relapses and dropouts).
Patients were mainly males (n = 95) with a mean age of 24.97 (SD = 12.03). All patients included in this sample had individual CBT treatment in relation to their problematic gaming behavior. In terms of patients who relapsed, they had higher interpersonal sensitivity, hostility and persistence with lower self-directedness. Patients who dropped out were males with an older age of IGD onset. When looking at treatment noncompliance, it was related to higher psychoticism and reward dependence, and lower cooperation. Patients with IGD show higher levels of treatment noncompliance.
These findings evidence a positive and promising effect of CBT on IGT. The factors identified as predictors of good and poor treatment outcomes should be considered for developing new evidence-based interventions focused on learning healthier key coping strategies to manage both cravings and triggers.
网络游戏障碍(IGD)是一种极易让人沉迷的活动,个体每天花费长达10小时玩游戏,这会导致他们在完成任务和个人目标方面出现问题。此外,还会使他们产生更多焦虑、冲动和社交技能缺乏的情况,这会影响良好的个人发展和个人生活质量。因此,从治疗角度更好地了解哪些因素与标准化认知行为疗法(CBT)方案后的治疗结果(主要是实现对电子游戏使用的控制和避免复发)相关至关重要。本研究旨在探讨社会人口统计学和人格变量及其与IGD患者治疗结果的关系。
样本包括105例IGD患者,选取时间为2005年1月至2022年12月,从贝尔维特大学医院行为成瘾科招募。记录基线数据(社会人口统计学和临床指标)以及治疗结果(是否遵守指南、是否复发和退出治疗情况)。
患者主要为男性(n = 95),平均年龄24.97岁(标准差 = 12.03)。该样本中的所有患者都针对其问题游戏行为接受了个体CBT治疗。就复发患者而言,他们具有较高的人际敏感性、敌意和固执性,而自我导向性较低。退出治疗的患者为男性,IGD发病年龄较大。在治疗不依从方面,其与较高的精神质和奖赏依赖性以及较低的合作性有关。IGD患者表现出较高的治疗不依从水平。
这些发现证明了CBT对IGT有积极且有前景的效果。在开发新的循证干预措施时,应考虑那些被确定为治疗效果好坏预测因素的因素,这些干预措施侧重于学习更健康的关键应对策略,以管理渴望和触发因素。