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dc.contributor.authorVintró-Alcaraz, Cristina
dc.contributor.authorMallorqui-Bague, Nuria
dc.contributor.authorLozano-Madrid, María
dc.contributor.authorTesta, Giulia
dc.contributor.authorGranero, Roser
dc.contributor.authorSánchez, Isabel
dc.contributor.authorTreasure, Janet
dc.contributor.authorJiménez-Murcia, Susana
dc.contributor.authorFernández-Aranda, Fernando
dc.date2023
dc.date.accessioned2024-02-16T12:37:17Z
dc.date.available2024-02-16T12:37:17Z
dc.identifier.citationVintró‐Alcaraz, C., Mallorquí‐Bagué, N., Lozano‐Madrid, M., Testa, G., Granero, R., Sánchez, I., Treasure, J., Jiménez‐ Murcia, S., & Fernández‐Aranda, F. (2023). The usefulness of an intervention with a serious video game as a complementary approach to cognitive behavioural therapy in eating disorders: A pilot randomized clinical trial for impulsivity management. European Eating Disorders Review, 31(6), 781–792. https://doi.org/10.1002/erv.3003es_ES
dc.identifier.issn1072-4133
dc.identifier.urihttps://reunir.unir.net/handle/123456789/16092
dc.description.abstractObjective: The aim of the present study was to test the usefulness of an add-on serious video game approach (i.e., Playmancer) to treatment as usual (TAU) on reducing impulsive behaviours and psychopathology in individuals diagnosed with an eating disorder (ED). Method: Thirty-seven patients diagnosed with an ED according to the DSM-5 were included in the present randomized clinical trial (RCT; study record 35,405 in ClinicalTrials.gov) and were randomly assigned to either the TAU or TAU + Playmancer group. All participants completed a clinical interview. Impulsivity (UPPS-P self reported questionnaire and Stroop task) and general psychopathology (SCL-90-R) measures were assessed at: baseline, 4 weeks into treatment, at the end of TAU (after 16 weeks), and follow-up (2 years). In addition, patients in the experimental group underwent a total of nine sessions with Playmancer over the span of 3 weeks. Results: Patients in both treatment groups (TAU + Playmancer or TAU) improved on Stroop task performance and psychological distress. Additionally, patients in TAU-Playmancer improved on the impulsive trait domain of lack of perseverance. No statistical differences were found regarding treatment outcomes (i.e., treatment adherence and remission of eating symptomatology) when comparing the two treatment groups. Conclusion: Our results suggest that the impulsivity associated with EDs should be addressed and could be modified, as some facets of trait impulsivity improved after Playmancer add-on treatment. Yet, there were no significant differences in treatment outcomes when comparing the two groups and further research needs to be conducted.es_ES
dc.language.isoenges_ES
dc.publisherEuropean Eating Disorders Reviewes_ES
dc.relation.ispartofseries;vol. 31, nº 6
dc.relation.urihttps://onlinelibrary.wiley.com/doi/10.1002/erv.3003es_ES
dc.rightsopenAccesses_ES
dc.subjecteating disorderses_ES
dc.subjectimpulsivityes_ES
dc.subjectpsychopathologyes_ES
dc.subjectrandomized clinical triales_ES
dc.subjectserious videogamees_ES
dc.subjectScopuses_ES
dc.subjectJCRes_ES
dc.titleThe usefulness of an intervention with a serious video game as a complementary approach to cognitive behavioural therapy in eating disorders: A pilot randomized clinical trial for impulsivity managementes_ES
dc.typeArticulo Revista Indexadaes_ES
reunir.tag~ARIes_ES
dc.identifier.doihttps://doi.org/10.1002/erv.3003


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