Bore Per, Leo Jenny, Garpenhag Lars, Claesdotter-Knutsson Emma
Department of Clinical Sciences Lund, Faculty of Medicine, Lund University, Lund, ;Sweden.
Malmö Addiction Center, Malmö, ;Sweden.
Front Psychiatry. 2025 Jun 3;16:1601851. doi: 10.3389/fpsyt.2025.1601851. eCollection 2025.
Gaming disorder is a recently recognized psychiatric condition and a growing public health concern, particularly among adolescents. Despite this, there is limited research on what kind of treatment they need. Existing studies are mostly quantitative and offer limited insight into adolescents' lived experiences.
The aim of this qualitative study is to explore how adolescent patients perceive their gaming as a problem and their experiences of psychological treatment for gaming disorder.
We used a qualitative descriptive approach and conducted semi-structed interviews with eight male patients (aged 13-19) about their experiences of psychological treatment for gaming disorder at a specialized clinic. The treatment is a combination of cognitive-behavioral therapy (CBT) and family therapy. The interviews were analyzed using thematic analysis.
Participants generally reported positive treatment experiences, especially the value of combining family therapy with individual CBT. They appreciated the broad focus of the treatment, which addressed not only gaming but also problems in other life areas such as school, sleep, and family relationships. Notably, most did not describe gaming as their main problem, but they connected their gaming to difficulties in other areas of life.
These findings suggest that effective treatment for gaming disorder should address the broader psychosocial context in which gaming occurs. Patients do not always view gaming as their primary problem, and clinicians should be cautious about framing it as such. Instead, gaming should be explored in connection with other life difficulties. It is helpful when clinicians demonstrate knowledge about gaming and avoid coming across as critical of the gaming. Integrating family therapy into CBT-based interventions appears clinically valuable and warrants further exploration.
游戏障碍是一种最近才被认识到的精神疾病,并且日益引起公众健康关注,尤其是在青少年中。尽管如此,对于他们需要何种治疗的研究仍然有限。现有研究大多是定量研究,对青少年的生活经历洞察有限。
这项定性研究的目的是探讨青少年患者如何将他们的游戏视为一个问题,以及他们对游戏障碍心理治疗的体验。
我们采用定性描述方法,对八名男性患者(年龄在13 - 19岁之间)进行了半结构化访谈,了解他们在一家专科诊所接受游戏障碍心理治疗的经历。该治疗是认知行为疗法(CBT)和家庭疗法的结合。访谈采用主题分析法进行分析。
参与者普遍报告了积极的治疗体验,特别是家庭疗法与个体CBT相结合的价值。他们赞赏治疗的广泛关注点,该关注点不仅涉及游戏,还涉及生活其他领域的问题,如学校、睡眠和家庭关系。值得注意的是,大多数人并没有将游戏描述为他们的主要问题,但他们将自己的游戏与生活其他领域的困难联系起来。
这些发现表明,对游戏障碍的有效治疗应解决游戏发生的更广泛的社会心理背景。患者并不总是将游戏视为他们的主要问题,临床医生应谨慎地将其框定为主要问题。相反,应该将游戏与其他生活困难联系起来进行探讨。当临床医生展示关于游戏的知识并避免给人以批评游戏的印象时会有所帮助。将家庭疗法纳入基于CBT的干预措施在临床上似乎很有价值,值得进一步探索。