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运动和艺术治疗项目在治疗青少年网络游戏障碍中的比较效果:一项为期8天的强化干预研究。

Comparative effectiveness of exercise and art therapy programs in treating internet gaming disorder among adolescents: an 8-day intensive intervention study.

作者信息

Jung Taewoon, Park Hyoungjin

机构信息

Department of Special Physical Education, Yongin University, Yongin, South Korea.

Sport & Health Science Research Institute, Kyungsung University, 309, Suyeong-Ro, Nam-Gu, Busan, Seoul, Republic of Korea.

出版信息

Exp Brain Res. 2025 Apr 11;243(5):112. doi: 10.1007/s00221-025-07068-x.

Abstract

This study compared the effectiveness of exercise and art therapy programs for adolescents with Internet Gaming Disorder (IGD), investigating their impacts on gaming symptoms, psychological functioning, and behavioral problems. Forty-seven adolescents with IGD (aged 9-14 years) participated in either an 8-day exercise program (n = 23) or art therapy program (n = 24). Outcomes were assessed using the Korean Internet Addiction Scale (K-scale) and Korean Youth Self Report (K-YSR) at baseline, post-intervention, and one-month follow-up. Both interventions demonstrated significant effectiveness in reducing IGD symptoms (ηp = 0.493) and improving psychological functioning. Withdrawal symptoms showed the strongest response (ηp = 0.497), while improvements in anxiety/depression (ηp = 0.562), aggressive behavior (ηp = 0.516), and attention problems (ηp = 0.514) were also substantial. No significant differences were found between the two programs (F(1, 45) = 1.870, p = 0.167, ηp = 0.082). Although some regression occurred during the one-month follow-up, significant improvements were maintained across all domains compared to baseline (total score: MD = 9.98, p = 0.001), with particularly robust sustained improvements in aggressive behavior (MD = 4.778, p < 0.001) and anxious/depressed symptoms (MD = 4.140, p < 0.001). Both exercise and art therapy programs appear to be effective treatments for adolescent IGD, offering comparable benefits across multiple domains of functioning. The findings suggest that structured alternative activities, whether physical or creative, can effectively address both core IGD symptoms and associated psychological difficulties.

摘要

本研究比较了运动疗法和艺术疗法对患有网络游戏障碍(IGD)青少年的有效性,调查了它们对游戏症状、心理功能和行为问题的影响。47名患有IGD的青少年(年龄在9至14岁之间)参加了为期8天的运动疗法项目(n = 23)或艺术疗法项目(n = 24)。在基线、干预后和1个月随访时,使用韩国互联网成瘾量表(K量表)和韩国青少年自我报告(K-YSR)对结果进行评估。两种干预措施在减轻IGD症状(ηp = 0.493)和改善心理功能方面均显示出显著效果。戒断症状的反应最为强烈(ηp = 0.497),而焦虑/抑郁(ηp = 0.562)、攻击行为(ηp = 0.516)和注意力问题(ηp = 0.514)也有显著改善。两个项目之间未发现显著差异(F(1, 45) = 1.870,p = 0.167,ηp = 0.082)。尽管在1个月随访期间出现了一些消退,但与基线相比,所有领域均保持了显著改善(总分:MD = 9.98,p = 0.001),攻击行为(MD = 4.778,p < 0.001)和焦虑/抑郁症状(MD = 4.140,p < 0.001)的持续改善尤为显著。运动疗法和艺术疗法项目似乎都是治疗青少年IGD的有效方法,在多个功能领域提供了类似的益处。研究结果表明,有组织的替代活动,无论是体育活动还是创造性活动,都可以有效解决IGD的核心症状和相关心理问题。

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