Manulised treatment for video-game addiction: A pilot trial for youth aged 12-20 years

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Manulised treatment for video-game addiction: A pilot trial for youth aged 12-20 years INGJERD MEEN LORVIK, Specialist in clinical psychology BORGESTADKLINIKKEN ELI TORILD HELLANDSJØ, PhD, Specialist in clinical psychology, STIFTELSEN BERGENSKLINIKKENE In cooperation with : STÅLE PALLESEN, Professor, PhD HELGE MOLDE, Associated professor, PhD UNIVERSITETET I BERGEN Project period: 01.04.2012 Financing source: The Norwegian Directorate of Health

Background: Schools, health services and parents frequently ask for help as they encounter youth that have lost control over their computer gaming behavior, and whom continues their gaming despite serious negative consequences in terms of schooland work performance, health and social life. At the time of project start, there were no national or international published treatment studies or trials addressing specific treatment methods for video game addiction «The Govermental Action plan» stated that the knowledge on video game problems should be increased

Video game addiction Excessive and compulsive use of computer or video games that results in social and/or emotional problems; despite these problems, the gamer is unable to control this excessive use (Lemmens, et al., 2009). Excessive use of video games resulting in various negative psychosocial and/or physical consequences (Porter, et al., 2010). Lemmens et al. (2009). Media Psychology, 12, 77-95 Porter et al. (2010). Australian and New Zealand Journal of Psychiatry, 44, 120-128

PREVALENCE Survey among Norwegians aged 16 years and older: > 4 hours daily gaming found among 2.2% (Wenzel et al., 2009). Survey among Norwegians aged 16-40: prevalence of video game addiction estimated to 0.6% (conservative estimate) and to 4.1% (liberal estimate) (Mentzoni et al. 2012). Mentzoni et al. (2012) Cyberpsychology, Behavior and Social Networking Wenzel et al. (2009). Psychological Reports, 105, 1237-1247

A treatment manual for video game addiction A manual based on 13 sessions. Included is also a mini-review about video game addiction and a guide to the perspectives and structure of the sessions. The manual is based on brief strategic family therapy, cognitive-behavioral therapy and motivational interviewing. Session structure: Introduction / theory / background Goals Interventions / working methods Homework Challenges Individual vs. family based interventions Symptom related vs. global focused interventions The overall ecological perspective

RECRUITMENT RECRUITMENT THROUGH NEWSPAPER ADS AND THROUGH RADIO AND TELEVISION «NO REFERAL NEEDED» AND FREE TREATMENT (no costs) TOTAL RECRUITMENT: 22 YOUTHS WITH THEIR FAMILIES, EQUALLY SHARED BETWEEN BORGESTADKLINIKKEN (SKIEN) AND STIFTELSEN BERGENSKLINIKKENE (BERGEN) A POSSIBILITY FOR DIRECT PARENTAL OR PATIENT CONTACT THROUGH PHONE (LOW THRESHOLD) QUESTIONNAIRES ASSESSING BACKGROUND INFORMATION AND THE GAME ADDICTION SCALE WERE SENT BY POSTAL MAIL. THE PASIENT AND FAMILY ANSWERS AND THE QUESTIONNAIRES WERE RETURNED FOR EVALUATON OF APPLICABILITY FOR PARTICIPATION 13 SESSIONS IN TOTAL: 7 FAMILY BASED AND 6 INDIVIDUALLY

ASSESSMENT AND TESTING PRE-, POST TREATMENT AND AFTER THREE MONTHS PATIENTS: BACKGROUND INFROMATION (pretreatment only) THE GAME ADDICTION SCALE THE PROBLEM VIDEO GAME PLAYING SCALE THE HOSPITAL ANXIETY AND DEPRESSION SCALE THE BUSS DURKEE AGGRESSION SCALE THE ROBERTS REVISION OF THE UCLA LONELINESS SCALE SLEEP RELATED QUESTION FOR YOUTH PARENTS: PROBLEM VIDEO GAME PLAYING THE BEHAVIOR RATING INDEX FOR CHILDREN THERAPIST: THE CLINICAL GLOBAL IMPRESSION (posttreatment only)

TEMATIC OVERVIEW OF THE SESSIONS 1: ASSESSMENT F 2: ASSESSMENT AND PARENTAL INVOLVMENT F 3: BENEFITS AND DISADVANTEGES OF VIDEO GAMING, EXPLORATION OF AMBIVALENCE P 4: GOAL SETTING P 5: FEEDBACK FROM THERAPIST BASED ON ASSESSMENT F 6: GOAL CLARIFICATION, NEGOTIATIONS AND CONTRACTING F 7: SLEEP AND SLEEP REGULATION F 8: IMPULSE REGULATION 9: BEHAVIORAL EXPERIMENTS WITH VIDEO GAME BEHAVIOR P 10: AFFECT AWARENESS AND RELAXATION TECHNIQUES P 11: PERIOD AFTER TREATMENT / CONTRACT F 12: RELAPSE PREVENTION P 13: CONCLUSION, SUMMARY AND EVALUATION F F: FAMILY BASED P: PATIENT INDIVIDUALLY

CLINICAL CHALLENGES AND DILEMMAS PARENTS VIEW VIDEO GAMING AS A SIGNIFICANTLY LARGER PROBLEM COMPARISON TO THEIR CHILDREN. OFTEN THE PATIENT DID INITIALLY NOT HAVE ANY INTENTIONS TO CHANGE HIS/HER GAMING BEHAVIOR. HOW TO PLAN FOR THE FUTURE WITH YOUTH WHO PREFER TO LIVE IN THE PRESENT? THE PATIENTS OFTEN STATED THAT THEY VIEWED PARTICIPATION IN THE PROJECT AS UNVOLUNTARY, WHILE WE INFORMED THEM THAT THEIR PARTICIPATION IS VOLUNTARY. THE ETHICAL COMMITTEE ALSO SET VOLUNTARISM AS A PREREQUSITE FOR PROJECT APPROVAL. HOW TO INCREASE AFFECT AWARENESS IN PATIENTS WHEN EMOTIONS ARE SOMETHING THEY DO NOT WANT TO ADRESS AND TALK ABOUT?

PLANNED PUBLICATIONS YOUTHS TREATED FROM VIDEO GAME ADDICTION: demographic and clinical characteristics? CLINICAL CHALLENGES AND DILEMMAS IN THE TREATMENT OF VIDEO GAME ADDICTED YOUTHS. TREATMENT EFFECT FOR VIDEO GAME ADDICTION: A PILOT STUDY (quantitative outcome measures)