MétaCan
Menu
Back to cohort
Record W4411006063 · doi:10.3389/fpsyt.2025.1601851

Adolescents’ experiences of psychological treatment for gaming disorder: a qualitative study

2025· article· en· W4411006063 on OpenAlexaff
Per Bore, Jenny Leo, Lars Garpenhag, Emma Claesdotter‐Knutsson

Bibliographic record

VenueFrontiers in Psychiatry · 2025
Typearticle
Languageen
FieldSocial Sciences
TopicImpact of Technology on Adolescents
Canadian institutionsChild, Adolescent and Family Mental Health
Fundersnot available
KeywordsQualitative researchPsychologyClinical psychologyPsychotherapistPsychiatryMedicine

Abstract

fetched live from OpenAlex

Background: Gaming disorder is a recently recognized psychiatric condition and a growing public health concern, particularly among adolescents. Despite this, there is limited research on what kind of treatment they need. Existing studies are mostly quantitative and offer limited insight into adolescents' lived experiences. Aim: The aim of this qualitative study is to explore how adolescent patients perceive their gaming as a problem and their experiences of psychological treatment for gaming disorder. Method: We used a qualitative descriptive approach and conducted semi-structed interviews with eight male patients (aged 13-19) about their experiences of psychological treatment for gaming disorder at a specialized clinic. The treatment is a combination of cognitive-behavioral therapy (CBT) and family therapy. The interviews were analyzed using thematic analysis. Results: Participants generally reported positive treatment experiences, especially the value of combining family therapy with individual CBT. They appreciated the broad focus of the treatment, which addressed not only gaming but also problems in other life areas such as school, sleep, and family relationships. Notably, most did not describe gaming as their main problem, but they connected their gaming to difficulties in other areas of life. Conclusion: These findings suggest that effective treatment for gaming disorder should address the broader psychosocial context in which gaming occurs. Patients do not always view gaming as their primary problem, and clinicians should be cautious about framing it as such. Instead, gaming should be explored in connection with other life difficulties. It is helpful when clinicians demonstrate knowledge about gaming and avoid coming across as critical of the gaming. Integrating family therapy into CBT-based interventions appears clinically valuable and warrants further exploration.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.009
metaresearch head score (Gemma)0.011
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Qualitative · Consensus signal: Qualitative
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.009
Threshold uncertainty score0.048

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0090.011
Meta-epidemiology (narrow)0.0010.001
Meta-epidemiology (broad)0.0010.000
Bibliometrics0.0010.001
Science and technology studies0.0050.005
Scholarly communication0.0030.003
Open science0.0010.004
Research integrity0.0010.003
Insufficient payload (model declined to judge)0.0020.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.024
GPT teacher head0.421
Teacher spread0.397 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designQualitative
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations2
Published2025
Admission routes1
Has abstractyes

Explore more

Same venueFrontiers in PsychiatrySame topicImpact of Technology on AdolescentsFrench-language works237,207