ArticleFrontiers in psychology2015
A Serious Videogame as an Additional Therapy Tool for Training Emotional Regulation and Impulsivity Control in Severe Gambling Disorder.
Article in Frontiers in psychology, 2015. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 36 papers, 1 of them a synthesis that pooled it.
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Who cites it
36 citing papers in PubMed, 1 synthesis or guideline pooled it, 83 citations in OpenAlex.
- Emotional Regulation in Substance-Related and Addictive Disorders Treatment: A Systematic Review.Journal of gambling studies · 2025Pooled it
- Omega-3 Supplementation and the Neural Correlates of Negative Affect and Impulsivity: A Double-Blind, Randomized, Placebo-Controlled Trial in Midlife Adults.Psychosomatic medicine · 2017Trial
- Trial
- Neurocognitive Deficits Associated with Gambling Behavior: A Systematic Review and Meta-analysis of Executive Function, Decision-making, Delay Discounting & Reward Sensitivity.Indian journal of psychological medicine · 2026Review
- Scrutinizing the Gateway Relationship Between Gaming and Gambling Disorder: Scoping Review With a Focus on the Southeast Asian Region.JMIR serious games · 2025Review
- Definitions and assessments of recovery from gambling disorder: A scoping review.Journal of behavioral addictions · 2024Article
- The role of contextual factors in avenues to recover from gambling disorder: a scoping review.Frontiers in psychology · 2024Article
- Narrative identity in addictive disorders: a conceptual review.Frontiers in psychology · 2024Review
- Gambling and internet addiction: a pilot study among a Population of Italian Healthcare : Gambling and Internet Addition in a Healthcare Group.Journal of gambling studies · 2023Observational
- e-Estesia: A Serious Game for Reducing Arousal, Improving Emotional Regulation and Increasing Wellbeing in Individuals with Gambling Disorder.Journal of clinical medicine · 2022Article
- Cognitive Behavioral Therapy Plus a Serious Game as a Complementary Tool for a Patient With Parkinson Disease and Impulse Control Disorder: Case Report.JMIR serious games · 2022Article
- Delay Discounting in Gambling Disorder: Implications in Treatment Outcome.Journal of clinical medicine · 2022Article
- Alexithymia and Emotion Regulation Strategies in Adolescent Gamblers with and Without At-Risk Profiles.Journal of gambling studies · 2022Article
- Alter Game: A Study Protocol on a Virtual "Serious Game" for Relapse Prevention in Patients With Gambling Disorder.Frontiers in psychiatry · 2022Article
- Testing the Effects of a Virtual Reality Game for Aggressive Impulse Management: A Preliminary Randomized Controlled Trial among Forensic Psychiatric Outpatients.Brain sciences · 2021Article
- Explicit and Implicit Emotional Expression in Gambling Disorder Measured by a Serious Game: A Pilot Study.Journal of gambling studies · 2021Article
- A "Proof of Concept" Randomized Controlled Trial of a Video Game Requiring Emotional Regulation to Augment Anger Control Training.Frontiers in psychiatry · 2021Article
- A Serious Game to Improve Emotion Regulation in Treatment-Seeking Individuals With Gambling Disorder: A Usability Study.Frontiers in psychology · 2021Article
- Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study.JMIR serious games · 2020Article
- Gamified Mobile Computerized Cognitive Behavioral Therapy for Japanese University Students With Depressive Symptoms: Protocol for a Randomized Controlled Trial.JMIR research protocols · 2020Article
Corrections and comments
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Authors and funding
12 authors at 6 institutions in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundGambling disorder (GD) is characterized by a significant lack of self-control and is associated with impulsivity-related personality traits. It is also linked to deficits in emotional regulation and frequently co-occurs with anxiety and depression symptoms. There is also evidence that emotional dysregulation may play a mediatory role between GD and psychopathological symptomatology. Few studies have reported the outcomes of psychological interventions that specifically address these underlying processes.
objectivesTo assess the utility of the Playmancer platform, a serious video game, as an additional therapy tool in a CBT intervention for GD, and to estimate pre-post changes in measures of impulsivity, anger expression and psychopathological symptomatology.
methodThe sample comprised a single group of 16 male treatment-seeking individuals with severe GD diagnosis. Therapy intervention consisted of 16 group weekly CBT sessions and, concurrently, 10 additional weekly sessions of a serious video game. Pre-post treatment scores on South Oaks Gambling Screen (SOGS), Barratt Impulsiveness Scale (BIS-11), I7 Impulsiveness Questionnaire (I7), State-Trait Anger Expression Inventory 2 (STAXI-2), Symptom Checklist-Revised (SCL-90-R), State-Trait Anxiety Inventory (STAI-S-T), and Novelty Seeking from the Temperament and Character Inventory-Revised (TCI-R) were compared.
resultsAfter the intervention, significant changes were observed in several measures of impulsivity, anger expression and other psychopathological symptoms. Dropout and relapse rates during treatment were similar to those described in the literature for CBT.
conclusionComplementing CBT interventions for GD with a specific therapy approach like a serious video game might be helpful in addressing certain underlying factors which are usually difficult to change, including impulsivity and anger expression.
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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.