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A Serious Videogame as an Additional Therapy Tool for Training Emotional Regulation and Impulsivity Control in Severe Gambling Disorder

Overview of attention for article published in Frontiers in Psychology, November 2015
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (84th percentile)
  • Good Attention Score compared to outputs of the same age and source (78th percentile)

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1 news outlet
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3 X users

Citations

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201 Mendeley
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Title
A Serious Videogame as an Additional Therapy Tool for Training Emotional Regulation and Impulsivity Control in Severe Gambling Disorder
Published in
Frontiers in Psychology, November 2015
DOI 10.3389/fpsyg.2015.01721
Pubmed ID
Authors

Salomé Tárrega, Laia Castro-Carreras, Fernando Fernández-Aranda, Roser Granero, Cristina Giner-Bartolomé, Neus Aymamí, Mónica Gómez-Peña, Juan J. Santamaría, Laura Forcano, Trevor Steward, José M. Menchón, Susana Jiménez-Murcia

Abstract

Background: Gambling 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. Objectives: To 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. Method: The 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. Results: After 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. Conclusion: Complementing 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.

X Demographics

X Demographics

The data shown below were collected from the profiles of 3 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 201 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 2 <1%
Italy 1 <1%
Canada 1 <1%
Unknown 197 98%

Demographic breakdown

Readers by professional status Count As %
Student > Master 37 18%
Student > Doctoral Student 23 11%
Student > Ph. D. Student 22 11%
Researcher 20 10%
Student > Bachelor 13 6%
Other 39 19%
Unknown 47 23%
Readers by discipline Count As %
Psychology 75 37%
Medicine and Dentistry 22 11%
Neuroscience 9 4%
Computer Science 7 3%
Social Sciences 7 3%
Other 26 13%
Unknown 55 27%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 11. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 22 March 2021.
All research outputs
#2,880,849
of 22,832,057 outputs
Outputs from Frontiers in Psychology
#5,431
of 29,822 outputs
Outputs of similar age
#42,387
of 282,567 outputs
Outputs of similar age from Frontiers in Psychology
#99
of 487 outputs
Altmetric has tracked 22,832,057 research outputs across all sources so far. Compared to these this one has done well and is in the 87th percentile: it's in the top 25% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 29,822 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 12.5. This one has done well, scoring higher than 81% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 282,567 tracked outputs that were published within six weeks on either side of this one in any source. This one has done well, scoring higher than 84% of its contemporaries.
We're also able to compare this research output to 487 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 78% of its contemporaries.