Kim Jaehyun, Oh Hayoung, Yoon Anderson Sungmin
Department of Applied Artificial Intelligence, College of Computing and Informatics, Sungkyunkwan University, Seoul, Republic of Korea.
College of Computing and Informatics, Sungkyunkwan University, Seoul, Republic of Korea.
J Med Internet Res. 2025 Mar 27;27:e65786. doi: 10.2196/65786.
Internet gaming disorder (IGD) affects 3% of the global population and poses an increasing risk due to advancements in technology. However, there is currently no definitive treatment for this condition. IGD is not a primary disorder but rather a result of "self-prescription" in response to emotional stressors. Unlike conventional mental health treatments that focus on the disorder itself, it is crucial to provide alternative activities that can alleviate negative emotions. This paper extends the concept of the self-medication hypothesis and integrates it with cognitive models of cognitive behavioral therapy and mindfulness-based cognitive therapy. In addition, it introduces the mindfulness-based cognitive therapy-game (MBCT-G), a program designed to explore alternative activities through gaming, focusing on the processes of response and reward, which are not typically emphasized in traditional treatments. This study serves as the theoretical foundation for the development of MBCT-G. MBCT-G aims to train individuals in positive coping strategies that alleviate psychological distress, offering a novel approach to treating self-prescription disorders such as IGD.
网络成瘾障碍(IGD)影响着全球3%的人口,并且由于技术进步,其风险在不断增加。然而,目前针对这种情况尚无确切的治疗方法。IGD并非原发性疾病,而是对情绪压力源“自我开方”的结果。与专注于疾病本身的传统心理健康治疗不同,提供能够缓解负面情绪的替代活动至关重要。本文扩展了自我药疗假说的概念,并将其与认知行为疗法和基于正念的认知疗法的认知模型相结合。此外,还介绍了基于正念的认知疗法游戏(MBCT-G),这是一个旨在通过游戏探索替代活动的项目,重点关注反应和奖励过程,而这些在传统治疗中通常未被强调。本研究为MBCT-G的开发奠定了理论基础。MBCT-G旨在训练个体采用积极的应对策略来缓解心理困扰,为治疗如IGD等自我开方疾病提供了一种新方法。