A serious Videogame as an Additional Therapy Tool for Training Emotional Regulation and Impulsivity Control in Severe Gambling Disorder

dc.contributor.authorTárrega, Salomé
dc.contributor.authorCastro-Carreras, Laia
dc.contributor.authorFernández Aranda, Fernando
dc.contributor.authorGranero, Roser
dc.contributor.authorGiner Bartolomé, Cristina
dc.contributor.authorAymamí, Maria Neus
dc.contributor.authorGómez-Peña, Mónica
dc.contributor.authorSantamaría, Juan José
dc.contributor.authorForcano, Laura
dc.contributor.authorSteward, Trevor
dc.contributor.authorMenchón Magriñá, José Manuel
dc.contributor.authorJiménez-Murcia, Susana
dc.date.accessioned2016-09-20T15:17:59Z
dc.date.available2016-09-20T15:17:59Z
dc.date.issued2015-11-12
dc.date.updated2016-09-20T15:18:04Z
dc.description.abstractBackground: Gambling disorder (GD) is characterized by a significant lack of self-control and is associated with impulsivity-related personality traits. It is also linked to deficits in emotional regulation and frequently co-occurs with anxiety and depression symptoms. There is also evidence that emotional dysregulation may play a mediatory role between GD and psychopathological symptomatology. Few studies have reported the outcomes of psychological interventions that specifically address these underlying processes. Objectives: To assess the utility of the Playmancer platform, a serious video game, as an additional therapy tool in a CBT intervention for GD, and to estimate pre-post changes in measures of impulsivity, anger expression and psychopathological symptomatology. Method: The sample comprised a single group of 16 male treatment-seeking individuals with severe GD diagnosis. Therapy intervention consisted of 16 group weekly CBT sessions and, concurrently, 10 additional weekly sessions of a serious video game. Pre-post treatment scores on South Oaks Gambling Screen (SOGS), Barratt Impulsiveness Scale (BIS-11), I7 Impulsiveness Questionnaire (I7), State-Trait Anger Expression Inventory 2 (STAXI-2), Symptom Checklist-Revised (SCL-90-R), State-Trait Anxiety Inventory (STAI-S-T), and Novelty Seeking from the Temperament and Character Inventory-Revised (TCI-R) were compared. Results: After the intervention, significant changes were observed in several measures of impulsivity, anger expression and other psychopathological symptoms. Dropout and relapse rates during treatment were similar to those described in the literature for CBT. Conclusion: Complementing CBT interventions for GD with a specific therapy approach like a serious video game might be helpful in addressing certain underlying factors which are usually difficult to change, including impulsivity and anger expression.
dc.format.extent12 p.
dc.format.mimetypeapplication/pdf
dc.identifier.idgrec656301
dc.identifier.issn1664-1078
dc.identifier.pmid26617550
dc.identifier.urihttps://hdl.handle.net/2445/101977
dc.language.isoeng
dc.publisherFrontiers Media
dc.relation.isformatofReproducció del document publicat a: http://dx.doi.org/10.3389/fpsyg.2015.01721
dc.relation.ispartofFrontiers in Psychology, 2015, vol. 6, num. 1721
dc.relation.projectIDinfo:eu-repo/grantAgreement/EC/FP7/215839/EU//PLAYMANCER
dc.relation.urihttp://dx.doi.org/10.3389/fpsyg.2015.01721
dc.rightscc-by (c) Tárrega, Salomé et al., 2015
dc.rights.accessRightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttp://creativecommons.org/licenses/by/3.0/es
dc.sourceArticles publicats en revistes (Ciències Clíniques)
dc.subject.classificationJoc
dc.subject.classificationTeràpia de la conducta
dc.subject.classificationAutocontrol
dc.subject.otherPlay
dc.subject.otherBehavior therapy
dc.subject.otherSelf-control
dc.titleA serious Videogame as an Additional Therapy Tool for Training Emotional Regulation and Impulsivity Control in Severe Gambling Disorder
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion

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