新型冠状病毒肺炎期间高等游戏障碍大学生在线自助接受与承诺治疗模块:一项试点研究

IF 1.5 4区 心理学 Q3 PSYCHOLOGY, CLINICAL
Dongyan Ding, Mengdie Pan, Wenjuan Wang, Xiucheng Wang, Simin Ma, Yuqing Yang, Yonghui Huang, Menghui Guo, Yizhen Wu
{"title":"新型冠状病毒肺炎期间高等游戏障碍大学生在线自助接受与承诺治疗模块:一项试点研究","authors":"Dongyan Ding, Mengdie Pan, Wenjuan Wang, Xiucheng Wang, Simin Ma, Yuqing Yang, Yonghui Huang, Menghui Guo, Yizhen Wu","doi":"10.1017/bec.2023.6","DOIUrl":null,"url":null,"abstract":"Abstract During the COVID-19 pandemic, there was an increase in online gaming behaviour among college students. This study aimed to examine the impact of online self-help interventions consisting of different components within the Acceptance and Commitment Therapy (ACT) framework on college students’ gaming disorder and gaming frequency. Additionally, it evaluated the effectiveness of both interventions in addressing psychological distress among college students during the COVID-19 pandemic. One intervention was a full ACT program, which consists of six core components, while the other intervention focused on the engaged components of ACT (specifically targeting value-based actions). The study employed a 2 conditions (Full ACT vs. Engaged ACT) × 3 times (pre-, mid- and post-program) design to examine the effectiveness of these interventions. Each intervention consisted of 10 sessions, delivered at a frequency of five sessions per week over a 2-week period for both groups. The participants in this study were enrolled in two online classes. Participants with gaming disorder scores in the top 20% were selected and assigned to either the Full group ( N = 49) or the Engaged group ( N = 41) for the interventions. The study assessed outcome variables, including gaming disorder, psychological flexibility, daily gaming hours, weekly gaming days and psychological distress, at pre-intervention, mid-intervention, post-intervention and one-month follow-up for both groups. No significant differences were observed between the two groups on these outcomes at the pre-intervention stage. The findings of this study indicate that both interventions effectively reduced gaming disorder and weekly gaming frequency, while enhancing psychological flexibility. Nonetheless, the Engaged group exhibited a significant reduction in daily gaming hours. There was no substantial change in psychological distress in either group during and after the intervention. The implications and limitations of this study were also reported.","PeriodicalId":46485,"journal":{"name":"Behaviour Change","volume":"51 1","pages":"0"},"PeriodicalIF":1.5000,"publicationDate":"2023-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Online Self-Help Acceptance and Commitment Therapy Module for College Students with Higher Gaming Disorder During COVID-19: A Pilot Study\",\"authors\":\"Dongyan Ding, Mengdie Pan, Wenjuan Wang, Xiucheng Wang, Simin Ma, Yuqing Yang, Yonghui Huang, Menghui Guo, Yizhen Wu\",\"doi\":\"10.1017/bec.2023.6\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract During the COVID-19 pandemic, there was an increase in online gaming behaviour among college students. This study aimed to examine the impact of online self-help interventions consisting of different components within the Acceptance and Commitment Therapy (ACT) framework on college students’ gaming disorder and gaming frequency. Additionally, it evaluated the effectiveness of both interventions in addressing psychological distress among college students during the COVID-19 pandemic. One intervention was a full ACT program, which consists of six core components, while the other intervention focused on the engaged components of ACT (specifically targeting value-based actions). The study employed a 2 conditions (Full ACT vs. Engaged ACT) × 3 times (pre-, mid- and post-program) design to examine the effectiveness of these interventions. Each intervention consisted of 10 sessions, delivered at a frequency of five sessions per week over a 2-week period for both groups. The participants in this study were enrolled in two online classes. Participants with gaming disorder scores in the top 20% were selected and assigned to either the Full group ( N = 49) or the Engaged group ( N = 41) for the interventions. The study assessed outcome variables, including gaming disorder, psychological flexibility, daily gaming hours, weekly gaming days and psychological distress, at pre-intervention, mid-intervention, post-intervention and one-month follow-up for both groups. No significant differences were observed between the two groups on these outcomes at the pre-intervention stage. The findings of this study indicate that both interventions effectively reduced gaming disorder and weekly gaming frequency, while enhancing psychological flexibility. Nonetheless, the Engaged group exhibited a significant reduction in daily gaming hours. There was no substantial change in psychological distress in either group during and after the intervention. The implications and limitations of this study were also reported.\",\"PeriodicalId\":46485,\"journal\":{\"name\":\"Behaviour Change\",\"volume\":\"51 1\",\"pages\":\"0\"},\"PeriodicalIF\":1.5000,\"publicationDate\":\"2023-09-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Behaviour Change\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1017/bec.2023.6\",\"RegionNum\":4,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"PSYCHOLOGY, CLINICAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Behaviour Change","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1017/bec.2023.6","RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"PSYCHOLOGY, CLINICAL","Score":null,"Total":0}
引用次数: 0

摘要

在新冠肺炎疫情期间,大学生网络游戏行为有所增加。本研究旨在探讨在接受与承诺治疗(ACT)框架下,由不同成分组成的在线自助干预对大学生游戏障碍和游戏频率的影响。此外,它还评估了这两种干预措施在2019冠状病毒病大流行期间解决大学生心理困扰方面的有效性。一项干预是一个完整的ACT计划,由六个核心部分组成,而另一项干预侧重于ACT的参与部分(特别针对基于价值的行动)。本研究采用2个条件(完全ACT与参与ACT) × 3次(项目前、中、后)设计来检验这些干预措施的有效性。每次干预包括10个疗程,两组均以每周5次的频率进行,为期2周。这项研究的参与者参加了两个在线课程。游戏障碍得分在前20%的参与者被选择并分配到完整组(N = 49)或投入组(N = 41)进行干预。在干预前、干预中期、干预后和一个月的随访中,研究评估了两组的结果变量,包括游戏障碍、心理灵活性、每日游戏时间、每周游戏天数和心理困扰。在干预前阶段,两组在这些结果上没有观察到显著差异。本研究结果表明,两种干预措施都能有效减少游戏障碍和每周游戏频率,同时增强心理灵活性。尽管如此,参与度高的玩家每天的游戏时间却明显减少。在干预期间和之后,两组的心理困扰都没有实质性的变化。本研究的意义和局限性也被报道。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Online Self-Help Acceptance and Commitment Therapy Module for College Students with Higher Gaming Disorder During COVID-19: A Pilot Study
Abstract During the COVID-19 pandemic, there was an increase in online gaming behaviour among college students. This study aimed to examine the impact of online self-help interventions consisting of different components within the Acceptance and Commitment Therapy (ACT) framework on college students’ gaming disorder and gaming frequency. Additionally, it evaluated the effectiveness of both interventions in addressing psychological distress among college students during the COVID-19 pandemic. One intervention was a full ACT program, which consists of six core components, while the other intervention focused on the engaged components of ACT (specifically targeting value-based actions). The study employed a 2 conditions (Full ACT vs. Engaged ACT) × 3 times (pre-, mid- and post-program) design to examine the effectiveness of these interventions. Each intervention consisted of 10 sessions, delivered at a frequency of five sessions per week over a 2-week period for both groups. The participants in this study were enrolled in two online classes. Participants with gaming disorder scores in the top 20% were selected and assigned to either the Full group ( N = 49) or the Engaged group ( N = 41) for the interventions. The study assessed outcome variables, including gaming disorder, psychological flexibility, daily gaming hours, weekly gaming days and psychological distress, at pre-intervention, mid-intervention, post-intervention and one-month follow-up for both groups. No significant differences were observed between the two groups on these outcomes at the pre-intervention stage. The findings of this study indicate that both interventions effectively reduced gaming disorder and weekly gaming frequency, while enhancing psychological flexibility. Nonetheless, the Engaged group exhibited a significant reduction in daily gaming hours. There was no substantial change in psychological distress in either group during and after the intervention. The implications and limitations of this study were also reported.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Behaviour Change
Behaviour Change PSYCHOLOGY, CLINICAL-
CiteScore
2.70
自引率
0.00%
发文量
24
期刊介绍: Behaviour Change is the journal of the Australian Association for Cognitive and Behavioural Therapy and has long been considered a leader in its field. It is a quarterly journal that publishes research involving the application of behavioural and cognitive-behavioural principles and techniques to the assessment and treatment of various problems. Features of Behaviour Change include: original empirical studies using either single subject or group comparison methodologies review articles case studies brief technical and clinical notes book reviews special issues dealing with particular topics in depth.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信