2017
DOI: 10.1007/s11469-017-9845-9
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Internet Gaming Disorder Treatment: A Case Study Evaluation of Four Different Types of Adolescent Problematic Gamers

Abstract: Research examining Internet Gaming Disorder (IGD) has grown markedly in recent years. However, research on its psychological treatment is still scarce, especially with respect to efficacy of specific programs. The PIPATIC (Programa Individualizado Psicoterapéutico para la Adicción a las Tecnologías de la Información y la Comunicación) program is a 22-session specialized treatment for adolescents with IGD. The present paper briefly outlines the cases of four treatment-seeking male adolescents aged between 13 an… Show more

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Cited by 92 publications
(41 citation statements)
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“…The cut-off used by Pallesen et al (2015) was a score equal to or higher than three on the Game Addiction Scale for Adolescents (GASA; Lemmens et al, 2009). Torres-Rodríguez et al (2017) used both the Video Game-Related Experiences Questionnaire (CERV; Chamarro Lusar et al, 2014), and the Internet Gaming Disorder Test (IGD-20 Test; Pontes et al, 2014). The Video Game-Related Experiences Questionnaire (CERV; Chamarro Lusar et al, 2014) is a 17-item 4-point Likert scale and used a cut-off equal to or higher than 39, while the Internet Gaming Disorder Test (IGD-20 Test; Pontes et al, 2014) is a 20-item self-report scale on a 5-point Likert scale with a cut-off of higher than or equal to 71. van Rooij et al (2017) used the Clinical Video game Addiction Test (C-VAT 2.0) and the Video game Addiction Test (VAT; van Rooij et al, 2012).…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…The cut-off used by Pallesen et al (2015) was a score equal to or higher than three on the Game Addiction Scale for Adolescents (GASA; Lemmens et al, 2009). Torres-Rodríguez et al (2017) used both the Video Game-Related Experiences Questionnaire (CERV; Chamarro Lusar et al, 2014), and the Internet Gaming Disorder Test (IGD-20 Test; Pontes et al, 2014). The Video Game-Related Experiences Questionnaire (CERV; Chamarro Lusar et al, 2014) is a 17-item 4-point Likert scale and used a cut-off equal to or higher than 39, while the Internet Gaming Disorder Test (IGD-20 Test; Pontes et al, 2014) is a 20-item self-report scale on a 5-point Likert scale with a cut-off of higher than or equal to 71. van Rooij et al (2017) used the Clinical Video game Addiction Test (C-VAT 2.0) and the Video game Addiction Test (VAT; van Rooij et al, 2012).…”
Section: Resultsmentioning
confidence: 99%
“…Different procedures and methods to include subjects in clinical samples were used in the studies. Most of the studies (Han et al, 2010, 2012a,b; Han and Renshaw, 2012; Kim et al, 2012, 2015; Müller et al, 2014; Park et al, 2016a,b; van Rooij et al, 2017; Lee et al, 2017; Mallorquí-Bagué et al, 2017; Sakuma et al, 2017; Torres-Rodríguez et al, 2017) recruited their samples from clinical centers or medical divisions that had previously evaluated patients for GD, and for this reason not much information on the diagnostic process was reported. However, nine of these studies (Han et al, 2010, 2012a,b; Han and Renshaw, 2012; Kim et al, 2012, 2015; Park et al, 2016a,b; Lee et al, 2017) also used a preliminary screening with the Structured Clinical Interview for DSM–IV to evaluate inclusion and exclusion criteria.…”
Section: Resultsmentioning
confidence: 99%
“…Additionally, the criteria share characteristics with other behavioral addictions such as pathological gambling and problematic social media use (Wood et al, 2007; Oggins and Sammis, 2010; Pontes and Griffiths, 2014; Kuss and Griffiths, 2017; Potenza, 2017). Although several treatment modalities based upon the principle of cognitive behavioral therapy are showing initial promise (Torres-Rodriguez et al, 2017a,b; Young and Brand, 2017), there remains a need for rigorous, empirically validated treatments for IGD. It is thus crucial to provide accurate diagnosis and effective, empirically validated treatment of individuals struggling with video game addiction.…”
Section: Introductionmentioning
confidence: 99%
“…The IGDS9-SF has been shown to be precise in assessing the high end of the latent trait (i.e., IGD). This is an important aspect for a clinical assessment tool because clinical cases of disordered gaming will often present with severe gaming-related problems and associated functional impairments [ 76 ]. This is highly relevant because IGD is a condition that needs to be clinically assessed effectively in order to facilitate clinical diagnosis and inform the development of preventative and intervention initiatives aimed at mitigating the harmful effects of disordered gaming on functioning.…”
Section: Discussionmentioning
confidence: 99%