Treatment of Cognitive Behavior Therapy for the Locus of Control with Internet Gaming Addiction Problem

IF 0.6 4区 心理学 Q3 PSYCHOLOGY, MULTIDISCIPLINARY
Japanese Psychological Research Pub Date : 2026-10-12 Epub Date: 2024-11-19 DOI:10.1111/jpr.12566
Gian Sugiana Sugara, Ninda Amety Nurfadila, Cucu Arumsari, Anandha Putri Rahimsyah, Muhammad Muhajirin
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引用次数: 0

Abstract

Research has identified Internet gaming addiction as a new and often unrecognized clinical disorder that impacts users' ability to control Internet gaming use, which can lead to relational, work, and social problems. The locus of control is a factor in controlling the use of Internet games. Researchers have suggested using cognitive behavior therapy (CBT) as the treatment of choice for Internet addiction. This paper presents the findings of a study that utilized an A-B-A single-case research design to explore the impact of CBT on enhancing internal locus of control and reducing Internet gaming addiction. The participants in this study were three high school students (N = 3) who exhibited a high level of Internet gaming addiction and a predominantly external locus of control. CBT intervention was provided in six sessions. Treatment focused on modified cognitive distortion and developing positive behavior using the down arrow technique, acting as if, shaping, problem-solving, and behavior reinforcement. Participants completed the Game Addiction Scale for Adolescents and the Locus of Control Scale for Game Addiction. Data were obtained at three distinct phases: before, during, and after the CBT intervention. Results show that CBT reduced Internet gaming addiction and enhanced internal locus of control both during and after the intervention, indicating its potential as an effective treatment for students with gaming addiction issues.

认知行为疗法对网络游戏成瘾控制点的治疗
研究表明,网络游戏成瘾是一种新的、通常未被认识到的临床疾病,它影响了用户控制网络游戏使用的能力,这可能导致关系、工作和社会问题。控制点是控制网络游戏使用的一个因素。研究人员建议使用认知行为疗法(CBT)作为治疗网瘾的选择。本文介绍了一项利用a - b - a单案例研究设计来探讨CBT对增强内部控制点和减少网络游戏成瘾的影响的研究结果。本研究的参与者是三名高中生(N = 3),他们表现出高度的网络游戏成瘾和主要的外部控制点。CBT干预分为六个疗程。治疗的重点是纠正认知扭曲和发展积极的行为使用向下箭头技术,如果,塑造,解决问题,和行为强化。参与者完成了青少年游戏成瘾量表和游戏成瘾控制源量表。数据在三个不同的阶段获得:CBT干预之前,期间和之后。结果表明,CBT在干预期间和干预后均能降低网络游戏成瘾,增强内部控制点,表明其作为一种有效治疗学生游戏成瘾问题的潜力。
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来源期刊
Japanese Psychological Research
Japanese Psychological Research PSYCHOLOGY, MULTIDISCIPLINARY-
CiteScore
2.30
自引率
0.00%
发文量
48
期刊介绍: Each volume of Japanese Psychological Research features original contributions from members of the Japanese Psychological Association and other leading international researchers. The journal"s analysis of problem-orientated research contributes significantly to all fields of psychology and raises awareness of psychological research in Japan amongst psychologists world-wide.
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