Search Results
Abstract
Background and Aims
Internet Gaming Disorder, a subtype of Internet Addiction, is now classified in Section 3 of the DSM-5. Cognitive behavioral therapy (CBT) has been suggested in treating Internet addiction as this modality has been shown to be an effective treatment for similar impulse control disorders. Given the daily and necessary use of the Internet and technology in general compared to other compulsive syndromes, a specialized form of CBT has been developed called Cognitive-Behavioral Therapy for Internet Addiction (CBT-IA). CBT-IA is a comprehensive three phase approach that includes behavior modification to control compulsive Internet use, cognitive restructuring to identify, challenge, and modify cognitive distortions that lead to addictive use, and harm reduction techniques to address and treat co-morbid issues associated with the disorder.
Methods
As the first model of its kind, this study examines 128 clients to measure treatment outcomes using CBT-IA. Clients were evaluated using the Internet Addiction Test (IAT) to classify subjects and were administered twelve weekly sessions of CBT-IA. Treatment outcomes were measured at the end of the twelve weeks, one-month, three months and at six month post-treatment.
Results
Results showed that over 95% of clients were able to manage symptoms at the end of the twelve weeks and 78% sustained recovery six months following treatment.
Discussion and Conclusions
Results found that CBT-IA was effective at ameliorating symptoms associated with Internet addiction after twelve weekly sessions and consistently over one-month, three months, and six months after therapy. Further research implications such as investigating long-term outcome effects of the model with larger client populations and treatment differences among the subtypes of Internet addiction or with other cultural populations using CBT-IA are discussed.
Commentary on: Are we overpathologizing everyday life? A tenable blueprint for behavioral addiction research
Excessive behaviors are not necessarily addictive behaviors
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, G. , & Potenza , M. N. ( 2014 ). A cognitive-behavioral model of internet gaming disorder: Theoretical underpinnings and clinical implications . Journal of Psychiatric Research , 58 , 7 – 11 . https://doi.org/10.1016/j.jpsychires.2014
. Ko , C.-H. , Yen , J.-Y. , Chen , S.-H. , Wang , P.-W. , Chen , C.-S. & Yen , C.-F. ( 2014 ). Evaluation of the diagnostic criteria of Internet gaming disorder in the DSM-5 among young adults in Taiwan . Journal of Psychiatric Research
, Garcia, & Nower, 2016 ). A systematic review by King et al. (2020a) identified 32 tools for GD and noted that at least two new tools had been developed each year since ‘Internet gaming disorder’ was listed in the Diagnostic and Statistical Manual of
impairment over at least 12 months, Internet Gaming Disorder (IGD) was identified in Diagnostic and Statistical Manual of Mental Disorders (5th ed.; DSM-5; American Psychiatric Association, 2013 ) as a condition for further study. More recently, Gaming
Journal of Behavioral Addictions, 12(2), 448–457. https://doi.org/10.1556/2006.2023.00010 The above paper should be modified as follows: In our method section, we described Internet Gaming Disorder as follows: In line with the DSM-5 definition
, Hayman, & Gilbeau, 2019 ). Research into GD has grown rapidly since 2013 when the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) ( APA, 2013 ) identified Internet gaming disorder (IGD) as an emerging disorder that needed future research
. ( 2019 ). Validity, functional impairment and complications related to Internet gaming disorder in the DSM-5 and gaming disorder in the ICD-11 . The Australian and New Zealand journal of Psychiatry , 4867419881499 . https://doi.org/10
Organization Advisory Group on Gaming Disorder. PT is a member of the American Psychiatric Association’s DSM-5 International Working Group investigating Internet Gaming Disorder. The authors have no other conflicts of interest to declare. The authors alone are