Adolescents’ experiences of psychological treatment for gaming disorder : a qualitative study
(2025) In Frontiers in Psychiatry 16.- Abstract
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... (More)
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.
(Less)- Abstract (Swedish)
- 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.... (More) - 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. (Less)
- author
- Bore, Per
LU
; Leo, Jenny
; Garpenhag, Lars
LU
and Claesdotter-Knutsson, Emma
LU
- organization
- publishing date
- 2025-06-03
- type
- Contribution to journal
- publication status
- published
- subject
- keywords
- adolescents, clinical sample, gaming disorder, internet gaming disorder, qualitative analysis, treatment seeking, youth
- in
- Frontiers in Psychiatry
- volume
- 16
- article number
- 1601851
- publisher
- Frontiers Media S. A.
- external identifiers
-
- scopus:105008232563
- pmid:40530046
- ISSN
- 1664-0640
- DOI
- 10.3389/fpsyt.2025.1601851
- language
- English
- LU publication?
- yes
- additional info
- Publisher Copyright: Copyright © 2025 Bore, Leo, Garpenhag and Claesdotter-Knutsson.
- id
- 7dce5325-aa47-4bea-b243-2ba58b26f298
- date added to LUP
- 2025-12-16 13:13:54
- date last changed
- 2025-12-17 03:39:30
@article{7dce5325-aa47-4bea-b243-2ba58b26f298,
abstract = {{<p>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.</p>}},
author = {{Bore, Per and Leo, Jenny and Garpenhag, Lars and Claesdotter-Knutsson, Emma}},
issn = {{1664-0640}},
keywords = {{adolescents; clinical sample; gaming disorder; internet gaming disorder; qualitative analysis; treatment seeking; youth}},
language = {{eng}},
month = {{06}},
publisher = {{Frontiers Media S. A.}},
series = {{Frontiers in Psychiatry}},
title = {{Adolescents’ experiences of psychological treatment for gaming disorder : a qualitative study}},
url = {{http://dx.doi.org/10.3389/fpsyt.2025.1601851}},
doi = {{10.3389/fpsyt.2025.1601851}},
volume = {{16}},
year = {{2025}},
}