To Evaluate the Effect of a Psychological Treatment for Patients With Gaming Disorder or Hazardous Gaming.
Overview
- Phase
- Not Applicable
- Intervention
- Not specified
- Conditions
- Gaming Disorder
- Sponsor
- Region Skane
- Enrollment
- 68
- Locations
- 1
- Primary Endpoint
- Time spent on gaming in the last week
- Status
- Completed
- Last Updated
- 7 months ago
Overview
Brief Summary
Gaming is a common leisure activity, both for children and adult, and while it is generally a positive experience for most, it can lead to problems for some individuals. There is currently a lack of knowledge of when video gaming becomes a problem and why, and there is a lack of evidence-based interventions for treating Gaming disorder. This pilot study aims to evaluate a new treatment manual for Gaming Disorder, which consists of modules based on cognitive behavioral therapy and family therapy. The therapy can be provided as individual therapy to the patient, to relatives, or as family therapy involving both the patient and their relatives. This study is an effectiveness trials and will follow all-patients at the clinic who will be offered the treatment.
The hypothesis is that the manual-based psychotherapy for Gaming Disorder will result in a reduction of Gaming Disorder symptoms and psychological distress, as well as an improvement in daily functioning.
Detailed Description
This study is a part of the clinical work at Gamingprojektet Maria Malmö, which is an outpatient clinic for patients with problematic gaming or Gaming Disorder. The clinic is focused on young people over 13 years of age and adults with problematic gaming or who meet the diagnosis of Gaming Disorder. The study will aim to evaluate a new treatment that has been developed and are offered at Gamingprojektet Maria Malmö for patients with a problematic gaming behavior or Gaming Disorder. Before starting the treatment, they will undergo a semi-structured interview about their gaming habits, motivation for playing, demographic information, gambling, social habits, family climate, physical health, and psychiatric comorbidity. This is combined with self-assessment questionnaires on mental health, social media habits, alcohol use, drug use, gambling, emotion regulation, and everyday functioning. They will be offered a psychological treatment that combines Cognitive behavioral therapy (CBT) and Family therapy (FT). At each session, they will answer short questions about their well-being, how much they have played in the past week, and how much their well-being is related to their gaming. After completing the treatment, the patients will undergo the same semi-structured interview and questionnaires as pre-treatment. Three months after the treatment has ended, they will be called for a follow-up, where they will complete questioners about symptoms of Gaming disorder and psychological wellbeing. The study is conducted fully integrated into regular clinical practice, which allows for the feasibility and possibilities for implementation to be studied directly in connection with the study and in relation to treatment outcomes.
Investigators
Eligibility Criteria
Inclusion Criteria
- •Can read and speak Swedish fluidly.
- •≥ 13 years of age
- •Are treatment seeking for problematic gaming or Gaming disorder
Exclusion Criteria
- •\- Somatic or psychiatric disease that is contraindicating or severely complicates the implementation of the intervention (e.g., ongoing psychotic, manic or hypomanic episode or neuropsychiatric condition with severe disability)
Outcomes
Primary Outcomes
Time spent on gaming in the last week
Time Frame: At baseline (Timepoint (T) 0); Post assessment: an average of 4 weeks from baseline (T1); Post treatment: an average of 9 months from baseline (T2); At follow up: 3 months after post treatment (T3)
Change in time spent on gaming per week
Time spent on gaming in the last week during the treatment
Time Frame: Once a week during the treatment period: (Post-assessment to Post-treatment) an average of 25 weeks
Change in time spent on gaming per week during the treatment
Clinical Outcomes in Routine Evaluation - Outcome Measure 34 (Core-OM 34)
Time Frame: At baseline (Timepoint (T) 0); Post assessment: an average of 4 weeks from baseline (T1); Post treatment: an average of 9 months from baseline (T2); At follow up: 3 months after post treatment (T3)
Change in self-report measure of psychological distress (for the the patients 16 years and older) Min: 0 Max: 136 A higher outcome means higher psychological distress
The Gaming Disorder Test (GDT)
Time Frame: At baseline (Timepoint (T) 0); Post treatment: an average of 9 months from baseline (T2); At follow up: 3 months after post treatment (T3)
Change in symptoms of Gaming Disorder Min: 4 Max: 20 A higher outcome means worse gaming problems
Internet Gaming Disorder Scale-Short-Form (IGDS9-SF)
Time Frame: At baseline (Timepoint (T) 0); Post treatment: an average of 9 months from baseline (T2); At follow up: 3 months after post treatment (T3)
Change in symptoms of Internet Gaming Disorder. Min: 9 Max: 45 A higher outcome means worse gaming problems
The Revised Child Anxiety and Depression Scale (RCADS) Youth
Time Frame: At baseline (Timepoint (T) 0); Post assessment: an average of 4 weeks from baseline (T1); Post treatment: an average of 9 months from baseline (T2); At follow up: 3 months after post treatment (T3)
Change in self-report measure of psychological distress (For children) a 47-item self-report questionnaire with subscales including: separation anxiety disorder, social phobia, generalized anxiety disorder, panic disorder, obsessive compulsive disorder, and low mood. Min: 0 Max: 141 A higher outcome means higher psychological distress
The Revised Child Anxiety and Depression Scale (RCADS) Parent
Time Frame: At baseline (Timepoint (T) 0); Post assessment: an average of 4 weeks from baseline (T1); Post treatment: an average of 9 months from baseline (T2); At follow up: 3 months after post treatment (T3)
Change in self-report measure of psychological distress (For children) a parent 47-item questionnaire about their children with subscales including: separation anxiety disorder, social phobia, generalized anxiety disorder, panic disorder, obsessive compulsive disorder, and low mood. Min: 0 Max: 141 A higher outcome means higher psychological distress
The Gaming Addiction Identification Test (GAIT)
Time Frame: At baseline (Timepoint (T) 0); Post treatment: an average of 9 months from baseline (T2); At follow up: 3 months after post treatment (T3)
Change in a parent report measure of problematic gaming in adolescents (For children) Min: 0 Max: 35 A higher outcome means worse gaming problems
Secondary Outcomes
- Bergen Social Media Addiction Scale(At baseline (Timepoint (T) 0); Post treatment: an average of 9 months from baseline (T2);)
- Motives for Online Gaming Questionnaire (MOGQ)(At baseline (Timepoint (T) 0); Post treatment: an average of 9 months from baseline (T2);)
- National Opinion Research Center DSM-IV Screen for Gambling: Preoccupation + Escape + Risked Relationships + Chasing (NODS-PERC)(At baseline (Timepoint (T) 0); Post treatment: an average of 9 months from baseline (T2);)
- The Global Assessment of Functioning (GAF)(At baseline (Timepoint (T) 0); Post treatment: an average of 9 months from baseline (T2);)
- Working Alliance Inventory 12 (WAI)(Post treatment: an average of 9 months from baseline (T2);)
- Difficulties in Emotion Regulation Scale - 16 item (Ders-16)(At baseline (Timepoint (T) 0); Post treatment: an average of 9 months from baseline (T2);)
- Mini International Neuropsychiatric Interview (MINI)(At baseline (Timepoint (T) 0); Post treatment: an average of 9 months from baseline (T2);)
- The Alcohol Use Disorders Identification Test (Audit)(At baseline (Timepoint (T) 0); Post treatment: an average of 9 months from baseline (T2);)
- Drug Use identification list(At baseline (Timepoint (T) 0); Post treatment: an average of 9 months from baseline (T2);)