| Literature DB >> 35991463 |
Frida André1, Isak Einarsson2, Elisabeth Dahlström2, Katalin Niklasson2, Anders Håkansson3,4, Emma Claesdotter-Knutsson3,5.
Abstract
Background: Disordered gaming and problem gambling (DG/PG) are associated with a range of functional impairments as well as psychiatric comorbidity. With the proliferation of digital gaming apps aimed at children and adolescents, which involve in-game purchases, there is increasing evidence that DG/PG are on the rise in this age range. The behavior can be detected in youth presenting at school-based health clinics and community psychiatric clinics. Cognitive behavioral therapy (CBT) is one of several recommended treatments for adults, but little evidence is available for the efficacy of this approach in adolescents with DG/PG. Aim: To evaluate the acceptability and feasibility of a CBT-based intervention developed for adolescents with DG/PG, which can be delivered in routine psychiatric care facilities.Entities:
Keywords: CBT; Gaming; gambling; relapse prevention
Mesh:
Year: 2022 PMID: 35991463 PMCID: PMC9383045 DOI: 10.48101/ujms.v127.8693
Source DB: PubMed Journal: Ups J Med Sci ISSN: 0300-9734 Impact factor: 2.646
Sample characteristics, at the start of the study.
|
| % | |
|---|---|---|
|
| ||
| Male | 8 | 89 |
| Female | 1 | 11 |
|
| ||
| 13 | 1 | 11 |
| 14 | 1 | 11 |
| 15 | 0 | - |
| 16 | 3 | 33 |
| 17 | 4 | 44 |
|
| ||
| ADHD | 5 | 56 |
| Depression | 3 | 33 |
| Anxiety | 1 | 11 |
|
| ||
| Cohabiting parents | 4 | 44 |
| Divorced parents | 4 | 44 |
| Other | 1 | 11 |
| Engaged gaming (CA)[ | 1 | 11 |
| Problem gaming (CA)[ | 2 | 22 |
| Addicted gaming (CA)[ | 5 | 56 |
| <Engaged gaming (CA)[ | 1 | 11 |
|
| ||
| Yes | 7 | 78 |
| No | 2 | 22 |
|
| ||
| Yes | 3 | 33 |
| No | 6 | 67 |
ADHD: attention deficit hyperactivity disorder; CA: core approach; DSM: .
According to the Game Addiction Scale (GAS) – CA, core approach.
According to the Game Addiction Scale (GAS) – DSM approach.
According to the CLiP.
Figure 1Individual GASA score before treatment, after treatment, and at follow-up.
McNemar’s test for X2 comparisons of the prevalence of gaming categories between before treatment and follow-up.
| Before treatment % ( | Follow-up % ( |
| |
|---|---|---|---|
|
| |||
| Engaged gaming | 11 (1) | 0.0 (0) | - |
| Problem gaming | 22 (2) | 11.1 (1) | 1.000 |
| Addicted gaming | 56 (5) | 0.0 (0) | - |
| Less than engaged gaming | 11 (1) | 88.9 (8) | 0.016 |
|
| |||
| Problem gaming | 78 (7) | 11.1 (1) | |
| No-problem gaming | 22 (2) | 88.9 (8) | 0.031 |
Estimates of mean GASA score, before treatment, after treatment, and at follow-up.
| Mean GASA score | Mean | 95% confidence interval |
|---|---|---|
| Before treatment | 23.6 | 18.2–29.0 |
| After treatment | 15.3 | 10.7–20.0 |
| Follow-up | 12.7 | 9.3–16.0 |
One-way repeated measures ANOVA. Comparison of GASA-score among before treatment, after treatment, and at follow-up.
| Mean GASA score | Mean difference |
| 95% confidence interval for difference | |
|---|---|---|---|---|
| Before treatment | After treatment | 8.2 | 0.003 | 3.8 to 12.6 |
| Follow-up | 10.9 | 0.001 | 5.9 to 15.9 | |
| After treatment | Before treatment | −8.2 | 0.003 | −12.6 to −3.827 |
| Follow-up | 2.7 | 0.092 | −0.5 to 5.9 | |
| Follow-up | Before treatment | −10.9 | 0.001 | −15.9 to −5.9 |
| After treatment | −2.7 | 0.092 | −5.9 to 0.5 |