The usefulness of an intervention with a serious video game as a complementary approach to cognitive behavioural therapy in eating disorders: A pilot randomized clinical trial for impulsivity management

dc.contributor.authorVintró Alcaraz, Cristina
dc.contributor.authorMallorquí-Bagué, Núria
dc.contributor.authorLozano Madrid, María del Espino
dc.contributor.authorTesta, Giulia
dc.contributor.authorGranero, Roser
dc.contributor.authorSánchez Zaplana, Isabel
dc.contributor.authorTreasure, Janet
dc.contributor.authorJiménez-Murcia, Susana
dc.contributor.authorFernández Aranda, Fernando
dc.date.accessioned2025-05-02T14:01:53Z
dc.date.available2025-05-02T14:01:53Z
dc.date.issued2023-12-01
dc.date.updated2025-05-02T14:01:53Z
dc.description.abstractObjective: The aim of the present study was to test the usefulness of an add-on serious video game approach (i.e., Playmancer) to treatment as usual (TAU) on reducing impulsive behaviours and psychopathology in individuals diagnosed with an eating disorder (ED). Method: Thirty-seven patients diagnosed with an ED according to the DSM-5 were included in the present randomized clinical trial (RCT; study record 35,405 in ClinicalTrials.gov) and were randomly assigned to either the TAU or TAU + Playmancer group. All participants completed a clinical interview. Impulsivity (UPPS-P self reported questionnaire and Stroop task) and general psychopathology (SCL-90-R) measures were assessed at: baseline, 4 weeks into treatment, at the end of TAU (after 16 weeks), and follow-up (2 years). In addition, patients in the experimental group underwent a total of nine sessions with Playmancer over the span of 3 weeks. Results: Patients in both treatment groups (TAU + Playmancer or TAU) improved on Stroop task performance and psychological distress. Additionally, patients in TAU-Playmancer improved on the impulsive trait domain of lack of perseverance. No statistical differences were found regarding treatment outcomes (i.e., treatment adherence and remission of eating symptomatology) when comparing the two treatment groups. Conclusion: Our results suggest that the impulsivity associated with EDs should be addressed and could be modified, as some facets of trait impulsivity improved after Playmancer add-on treatment. Yet, there were no significant differences in treatment outcomes when comparing the two groups and further research needs to be conducted.
dc.format.extent12 p.
dc.format.mimetypeapplication/pdf
dc.identifier.idgrec738384
dc.identifier.issn1072-4133
dc.identifier.pmid37381106
dc.identifier.urihttps://hdl.handle.net/2445/220774
dc.language.isoeng
dc.publisherJ. Wiley
dc.relation.isformatofReproducció del document publicat a: https://doi.org/10.1002/erv.3003
dc.relation.ispartofEuropean Eating Disorders Review, 2023, vol. 31, num.6, p. 781-792
dc.relation.urihttps://doi.org/10.1002/erv.3003
dc.rightscc by-nc (c) Vintró Alcaraz, Cristina et al., 2023
dc.rights.accessRightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttps://creativecommons.org/licenses/by-nc/4.0/
dc.sourceArticles publicats en revistes (Ciències Clíniques)
dc.subject.classificationTrastorns de la conducta alimentària
dc.subject.classificationImpulsos (Psicologia)
dc.subject.classificationTeràpia cognitiva
dc.subject.otherEating disorders
dc.subject.otherImpulse
dc.subject.otherCognitive therapy
dc.titleThe usefulness of an intervention with a serious video game as a complementary approach to cognitive behavioural therapy in eating disorders: A pilot randomized clinical trial for impulsivity management
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion

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