| Literature DB >> 32595298 |
Sang-Hyun Kim1, Hyeon-Woo Yim2, Sun-Jin Jo2, Kyu-In Jung3, Kina Lee4, Min-Hyeon Park3.
Abstract
OBJECTIVES: The overuse of the Internet among adolescents has increased dramatically in recent years, leading to pathological or problematic Internet use. Cognitive behavioral therapy (CBT) is known to be effective for the treatment of problematic Internet use, particularly for adolescents. The aim of the present study was to evaluate the therapeutic efficacy of group CBT for problematic Internet use in adolescents.Entities:
Keywords: Anxiety; Depression; Group cognitive behavioral therapy; Problematic Internet use
Year: 2018 PMID: 32595298 PMCID: PMC7298901 DOI: 10.5765/jkacap.2018.29.2.73
Source DB: PubMed Journal: Soa Chongsonyon Chongsin Uihak ISSN: 1225-729X
Fig. 1Score comparison between pre, post intervention and one month later. CDI: Children’s Depression Inventory, IAS: Young’s Internet Addiction Scale, SAI: State Anxiety Inventory.
Fig. 2Number of students according to Children’s Depression Inventory score.
Fig. 3Number of students according to State Anxiety Inventory score.
Internet use pattern of subjects and initial score of rating scales
| Boys (n=7) | Girls (n=10) | |
|---|---|---|
| Time being spent for Internet use (hours/day) | ||
| <2 | 1 (14.29) | 5 (50.00) |
| 2<−<4 | 3 (42.86) | 2 (20.00) |
| 4<−<8 | 3 (42.86) | 2 (20.00) |
| >8 | - | 1 (10.00) |
| Peak time of Internet usage | ||
| After school-Evening | 1 (14.29) | 6 (60.00) |
| Evening-Midnight | 2 (28.57) | 2 (20.00) |
| Midnight-Daybreak | 1 (14.29) | - |
| All day long (If have a chance) | 3 (42.86) | 2 (20.00) |
| First time of playing computer game (age) | 8.5 (2.07) | 8.3 (2.31) |
| The date being addicted to Internet | ||
| Immediately after Internet use | 4 (66.67) | 2 (22.22) |
| 6 month after Internet use | - | 1 (14.29) |
| 2 year after Internet use | 2 (33.33) | 6 (66.67) |
| Main usage | ||
| MMORPG | 4 (57.14) | 3 (30.00) |
| RTS | 2 (28.57) | |
| FPS | 1 (10.00) | |
| Other contents besides Internet games (chatting or websurfing) | 1 (14.29) | 6 (60.00) |
| IAS | 60.2 (13.4) | 60.3 (13.2) |
| CDI | 25.6 (2.1) | 25.7 (3.2) |
| SAI | 43.4 (6.2) | 35.2 (7.2) |
| TAI | 49.9 (3.0) | 47.7 (3.5) |
Data present number (percent) or mean (standard deviation). CDI: Children’s Depression Inventory, FPS: first person shooting, IAS: Young’s Internet Addiction Scale, MMORPG: massive multiplayer online role playing game, RTS: real-time strategy, SAI: State Anxiety Inventory, TAI: Trait Anxiety Inventory
Comparision of pre-and post intervention effect
| Variables | Pre | Post | p-value |
|---|---|---|---|
| Mean+SD | |||
| IAS | 59.88±12.48 | 50.71±10.75 | <0.0001 |
| CDI | 25.65±2.71 | 19.00±7.87 | 0.006 |
| TAI | 39.06±7.62 | 36.65±8.18 | <0.0001 |
| SAI | 47.71±5.00 | 36.06±6.20 | 0.122 |
CDI: Children’s Depression Inventory, IAS: Young’s Internet Ad- diction Scale, SAI: State Anxiety Inventory, TAI: Trait Anxiety In- ventory