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| Página principal > Artículos > Artículos publicados > Subtyping treatment-seeking gaming disorder patients |
| Fecha: | 2021 |
| Descripción: | 13 pàg. |
| Resumen: | Background and aims: Gaming Disorder (GD) is characterized by a pattern of persistent and uncontrolled gaming behavior that causes a marked impairment in important areas of functioning. The evolution of the worldwide incidence of this disorder warrants further studies focused on examining the existence of different subtypes within clinical samples, in order to tailor treatment. This study explored the existence of different profiles of patients seeking treatment for GD through a data-driven approach. Methods: The sample included n = 107 patients receiving treatment for GD (92% men and 8% women) ranging between 14 and 60 years old (mean age = 24. 1, SD = 10). A two-step clustering analysis approach explored the existence of different underlying GD profiles based on a broad set of indicators, including sociodemographic features, clinical course of the condition (e. g. , onset or evolution), psychopathological symptoms, and personality traits. Results: Two GD profiles emerged. The first cluster grouped together patients who presented with a lower psychological impact (n = 72, 66. 1%), whereas the second cluster comprised patients with a higher psychological impact (n = 35, 32. 7%). Cluster comparisons revealed that those patients presenting the higher impact were older, with a later onset of pathological gaming patterns, and more pronounced psychopathological symptoms and dysfunctional personality profiles. Conclusions: GD severity is influenced by specific demographic, clinical, and psychopathological factors. The identification of two separate profiles provides empirical evidence that contributes to the conceptualization of this disorder, as well as to the development of reliable and valid screening tools and effective intervention plans focused on the precise characteristics of the treatment-seeking patients. |
| Ayudas: | Agencia Estatal de Investigación RTI2018-101837-B-I00 Ministerio de Economía y Competitividad PI14/00290 Instituto de Salud Carlos III PI17/01167 Ministerio de Educación, Cultura y Deporte FPU16/02087 |
| Nota: | Altres ajuts: The research was also funded by the Delegación del Gobierno para el Plan Nacional sobre Drogas (projects 2017I067 and 2019I47). CIBERobn and CIBERsam are both initiatives of ISCIII. Support was received from the Secretariat for Universities and Research of the Ministry of Business and Knowledge of the Government of Catalonia.We thank CERCA Programme/Generalitat de Catalunya for institutional support |
| Derechos: | Aquest document està subjecte a una llicència d'ús Creative Commons. Es permet la reproducció total o parcial, la distribució, i la comunicació pública de l'obra, sempre que no sigui amb finalitats comercials, i sempre que es reconegui l'autoria de l'obra original. No es permet la creació d'obres derivades. |
| Lengua: | Anglès |
| Documento: | Article ; recerca ; Versió publicada |
| Materia: | Clustering ; Gaming Disorder ; Internet Gaming Disorder ; Personality ; Profiles ; SDG 3 - Good Health and Well-being |
| Publicado en: | Addictive behaviors, Vol. 123 (2021) , art. 107086, ISSN 1873-6327 |
13 p, 2.4 MB |