A serious videogame as an additional therapy tool for training emotional regulation and impulsivity control in severe gambling disorder

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  • dc.contributor.author Tárrega, Salomé
  • dc.contributor.author Castro-Carreras, Laia
  • dc.contributor.author Fernández Aranda, Fernando
  • dc.contributor.author Granero, Roser
  • dc.contributor.author Giner Bartolomé, Cristina
  • dc.contributor.author Aymamí, Neus
  • dc.contributor.author Gómez-Peña, Mónica
  • dc.contributor.author Santamaría, Juan J.
  • dc.contributor.author Forcano, Laura
  • dc.contributor.author Steward, Trevor
  • dc.contributor.author Menchón, José M.
  • dc.contributor.author Jiménez Murcia, Susana
  • dc.date.accessioned 2024-10-21T06:27:46Z
  • dc.date.available 2024-10-21T06:27:46Z
  • dc.date.issued 2015
  • dc.description.abstract Background: 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.description.sponsorship CIBERObn and CIBERSAM are both an initiative of ISCIII. It was also partially supported by the European Commission under the Seventh Framework Program (FP7-ICT-215839-2007—Playmancer project). CG is recipient of a pre-doctoral Grant (PFIS-FI12/00470). TS is supported by grant from the ISCIII (FIS PI14/00290). We would like to thanks Playmancer consortium for their contribution in developing this Platform and Serious Video Game. The funders had no role in the study design, data collection and analysis, decision to publish, or preparation of the manuscript.
  • dc.format.mimetype application/pdf
  • dc.identifier.citation Tárrega S, Castro-Carreras L, Fernández-Aranda F, Granero R, Giner-Bartolomé C, Aymamí N, et al. A serious videogame as an additional therapy tool for training emotional regulation and impulsivity control in severe gambling disorder. Front Psychol. 2015 Nov 12;6:1721. DOI: 10.3389/fpsyg.2015.01721
  • dc.identifier.doi http://dx.doi.org/10.3389/fpsyg.2015.01721
  • dc.identifier.issn 1664-1078
  • dc.identifier.uri http://hdl.handle.net/10230/68252
  • dc.language.iso eng
  • dc.publisher Frontiers
  • dc.relation.ispartof Frontiers in Psychology. 2015 Nov 12;6:1721
  • dc.relation.projectID info:eu-repo/grantAgreement/EC/FP7/215839
  • dc.rights © 2015 Tárrega, Castro-Carreras, Fernández-Aranda, Granero, Giner-Bartolomé, Aymamí, Gómez-Peña, Santamaría, Forcano, Steward, Menchón and Jiménez-Murcia. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
  • dc.rights.accessRights info:eu-repo/semantics/openAccess
  • dc.rights.uri http://creativecommons.org/licenses/by/4.0/
  • dc.subject.keyword Gambling disorder
  • dc.subject.keyword Video game therapy
  • dc.subject.keyword Impulsivity
  • dc.subject.keyword Emotion regulation
  • dc.subject.keyword Anger
  • dc.title A serious videogame as an additional therapy tool for training emotional regulation and impulsivity control in severe gambling disorder
  • dc.type info:eu-repo/semantics/article
  • dc.type.version info:eu-repo/semantics/publishedVersion