Saeed Nasiry; Zahra Ebrahimi; Arash Monadjem
Abstract
Objective: The present study aimed to examine whether the treatment of Internet Gaming Disorder (IGD) inadolescents via Attentional Bias Modification (ABM) improves their health-related quality of life.Method: 34 adolescents with IGD who were 12-17 years old were randomly assigned to experimental (n ...
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Objective: The present study aimed to examine whether the treatment of Internet Gaming Disorder (IGD) inadolescents via Attentional Bias Modification (ABM) improves their health-related quality of life.Method: 34 adolescents with IGD who were 12-17 years old were randomly assigned to experimental (n = 16) andcontrol (n = 18) groups. The experimental group received ABM, while no interventions were delivered to the controlgroup. Attentional bias, IGD severity, and health-related quality of life were assessed using Modified Stroop Task,Internet Gaming Disorder-20 (IGD-20), and KIDSCREEN-52 questionnaires, respectively. Data from pre-test, posttest, and two months follow-up measurements were analyzed using two-way mixed measures ANOVA and Fisher’sleast significant difference (LSD) via SPSS software.Results: ABM successfully reduced attentional bias and IGD severity and improved health-related quality of life inadolescents of the experimental group (p < 0.05). These significant changes were observed at post-test and two monthsfollow-up. Meanwhile, no significant change occurred in the control group (p > 0.05).Conclusion: It could be concluded that ABM not only reduces the severity of IGD in adolescents, but also improvestheir health-related quality of life, although further research is required for the understanding of its mechanisms ofeffects.