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Characteristics and treatment response of self-identified problematic Internet users in a behavioral addiction outpatient clinic

机译:行为成瘾门诊中自我识别的有问题的互联网用户的特征和治疗反应

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Aims: Controversies remain about the validity of the diagnosis of problematic Internet use. This might be due in part to the lack of longitudinal naturalistic studies that have followed a cohort of patients who self-identify as having Internet-related problems. Methods: This retrospective study included 57 patients who consulted the Geneva Addiction Outpatient Clinic from January 1, 2007, to January 1, 2010. Patients underwent an initial clinical psychiatric evaluation that included collection of data on socio-demographics, method of referral, specific Internet usage, psychiatric diagnosis, and Internet Addiction Test (IAT) and Clinical Global Impression Scale (CGI) scores. Treatment consisted of individual psychotherapeutic sessions. Results: Of these patients, 98% were male and 37% were 18 years or younger. Most patients were online gamers (46% playing massively multiplayer online role-playing games). The mean IAT score was 52.9 (range 20–90). Sixty-eight percent of patients had a co-morbid psychiatric diagnosis, with social phobia being the most prevalent (17.8%). Patients who remained in treatment (dropout rate 24%) showed an overall improvement of symptoms: 38.6% showed significant or average improvement on their CGI score, 26.3% showed minimal improvement, and 14% showed no change. Conclusions: Our results support the hypothesis that there are specific types of Internet use, with online gaming mainly affecting young male patients. As Internet addiction is not yet an official diagnosis, better instruments are needed to screen patients and to avoid false-negative and false-positive diagnoses. Successful care should integrate the treatment of co-morbid symptoms and involve families and relatives in the therapeutic process.
机译:目的:关于诊断有问题的互联网使用的有效性仍存在争议。这可能部分是由于缺乏纵向的自然主义研究,该研究没有追踪一群自称患有互联网相关问题的患者。方法:这项回顾性研究包括57位自2007年1月1日至2010年1月1日在日内瓦戒毒所门诊就诊的患者。患者接受了初步的临床精神病学评估,包括社会人口统计学数据,转诊方法,特定互联网用法,精神病诊断,互联网成瘾测试(IAT)和临床总体印象量表(CGI)得分。治疗包括单独的心理治疗。结果:这些患者中,男性为98%,18岁以下为37%。大多数患者是在线游戏玩家(46%玩大型多人在线角色扮演游戏)。 IAT平均得分为52.9(范围20-90)。 68%的患者有合并精神病的诊断,其中社交恐惧症最为普遍(17.8%)。仍在接受治疗的患者(辍学率24%)显示出症状的总体改善:38.6%的患者CGI评分显着或平均改善,26.3%的患者改善最小,14%的患者没有变化。结论:我们的结果支持以下假设:互联网使用特定类型,在线游戏主要影响年轻男性患者。由于互联网成瘾还不是官方诊断,因此需要更好的仪器来筛查患者并避免假阴性和假阳性诊断。成功的护理应整合合并症的治疗,并使家人和亲戚参与治疗过程。

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