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Cognitive Development During Adolescence01:18

Cognitive Development During Adolescence

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During adolescence, individuals experience significant cognitive development that enhances their understanding of others' emotions and thoughts, known as cognitive empathy. This period is marked by an increased ability to adapt to others' perspectives and a more nuanced understanding of others' mental states, a skill that is foundational for social problem-solving and conflict avoidance. The development of cognitive empathy relies heavily on the theory of mind — the...
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Cognitive therapy, pioneered by Aaron T. Beck in the 1960s, is a structured approach to addressing psychological distress by focusing on the influence of thoughts on emotions and behaviors. All cognitive therapies involve the basic assumption that human beings have control over their feelings, and that how individuals feel about something depends on how they think about it. Unlike psychoanalytic methods that delve into unconscious processes or humanistic approaches emphasizing...
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Operant conditioning serves as a foundational principle in therapeutic interventions aimed at modifying maladaptive behaviors. Central to this approach is the notion that behaviors, both adaptive and maladaptive, are learned through reinforcement. By analyzing the environmental factors that reinforce problematic behaviors, clinicians can design interventions to weaken these reinforcements and replace maladaptive behaviors with healthier alternatives.
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基于人文学的认知行为疗法的发展和有效性,用于有问题的游戏行为青少年.

Yeji Park1, Ji-Ae Choi2, Doug Hyun Han1

  • 1Department of Psychiatry, College of Medicine, Chung-Ang University, Seoul, Republic of Korea.

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概括

一个新的以人文为基础的认知行为治疗 (CBT) 计划显著减少了青少年互联网游戏障碍 (IGD),焦虑和ADHD的症状. 这种方法对治疗有问题的游戏和相关的心理健康问题充满希望.

关键词:
青少年 青少年 青少年焦虑 焦虑是一种焦虑.注意力缺陷/多动症障碍 注意力缺陷/多动症抑郁症 抑郁症 抑郁症人文科学 人文科学互联网游戏障碍 互联网游戏障碍

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科学领域:

  • 临床心理学 临床心理学
  • 青少年精神病学 青少年精神病学
  • 数字健康数字健康

背景情况:

  • 问题游戏,包括互联网游戏障碍 (IGD),是青少年日益关注的问题.
  • 同时出现的心理健康问题,如抑郁症,焦虑症和注意力缺陷/多动症障碍 (ADHD) 经常伴随着有问题的游戏.
  • 传统的认知行为疗法 (CBT) 方法可能会从创新的,量身定制的干预中受益.

研究的目的:

  • 评估一项针对有问题的游戏青少年 (11-15岁) 的基于人文学的新型CBT计划的有效性.
  • 评估该计划对抑郁症,焦虑症,多动症和互联网游戏障碍 (IGD) 的症状的影响.

主要方法:

  • 一项随机对照试验,涉及被诊断患有IGD症状的青少年.
  • 以人文为基础的CBT组 (n=20) 和接受支持性治疗的对照组 (n=21) 的比较.
  • 评估IGD,抑郁,焦虑和ADHD症状的干预前后.

主要成果:

  • 基于人文的CBT计划导致焦虑,多动症和IGD症状显著减少.
  • 在干预组和对照组之间观察到IGD和焦虑分数的统计学上显著差异.
  • 在抑郁症和IGD之间,以及干预后的焦虑,抑郁和IGD之间,注意到了积极的相关性.

结论:

  • 一个以人文为基础的CBT计划有效地减少了青少年的有问题的游戏和相关的心理健康症状.
  • 将人文和写作整合到治疗中,证明了对青少年IGD,焦虑,抑郁和ADHD的积极影响.
  • 建议进行进一步的研究,以探索以人文为基础的治疗在不同青少年群体和环境中的有效性.