Mindfulness-Oriented Recovery Enhancement for Video Game Addiction in U.S. Emerging Adults Public Deposited

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  • March 20, 2019
Creator
  • Li, Wen
    • Affiliation: School of Social Work
Abstract
  • An emerging literature suggests that video game addiction is increasingly prevalent among emerging adults; however, no evidence-based treatments for video game addiction have been identified. Mindfulness treatment shows positive effects for substance use and gambling disorders, and may be a promising intervention for video game addiction. However, mindfulness treatment has not, heretofore, been adapted and evaluated for video game addiction. To fill this gap, my three-paper dissertation involved adapting and pilot testing Mindfulness-Oriented Recovery Enhancement (MORE) treatment for emerging adults with video game addiction using a randomized controlled trial (RCT) design. The first paper includes a systematic review of 49 peer-reviewed journal articles evaluating mindfulness treatment for substance misuse. Meta-analytic results revealed significant small-to-large effects of mindfulness treatment in reducing levels of substance misuse, intensity of craving for psychoactive substances, and stress levels. Further, mindfulness treatments were effective in increasing abstinence from cigarette smoking and enhancing levels of mindfulness at posttreatment compared to alternative treatments. The second and third papers describe the development and evaluation of the adapted MORE treatment for video game addiction. The second paper presents a theoretical justification for mindfulness treatment of video game addiction and a study protocol for the RCT evaluating the adapted MORE treatment in emerging adults. The third paper reports the results of the RCT evaluating effects of MORE for emerging adults with video game addiction. Thirty adults (Mage = 25.0, SD = 5.4) with video game addiction were randomized to 8 weeks of group-based MORE or 8 weeks of a support group [SG]. Outcomes included signs and symptoms of video game addiction, craving for video game playing, video gaming-related maladaptive cognitions, perceived stress, coping, and mindfulness, and were measured at pre-and posttreatment using standardized self-report instruments. Analysis of covariance revealed that participation in MORE was associated with significantly greater reductions in signs and symptoms of video game addiction, intensity of craving for video game playing, and negative feelings related to video game playing, and a significantly greater increase in positive coping at posttreatment compared to the SG. Findings suggest that MORE is a promising intervention for emerging adults with video game addiction.
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  • In Copyright
Advisor
  • Weems, Martha
  • Chapman, Mimi
  • Macy, Rebecca
  • Howard, Matthew O.
  • Garland, Eric
Degree
  • Doctor of Philosophy
Degree granting institution
  • University of North Carolina at Chapel Hill Graduate School
Graduation year
  • 2016
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