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Journal Article

Citation

Zielhorst T, van den Brule D, Visch V, Melles M, van Tienhoven S, Sinkbaek H, Schrieken B, Tan ES, Lange A. Cyberpsychol. Behav. Soc. Netw. 2015; 18(2): 101-111.

Affiliation

1 Department of Communication Science, University of Amsterdam , Amsterdam, The Netherlands .

Copyright

(Copyright © 2015, Mary Ann Liebert Publishers)

DOI

10.1089/cyber.2013.0690

PMID

25684611

Abstract

Burnout is a globally increasing illness, and as a result, many forms of burnout therapy have arisen. The use of digital games can be psychotherapeutically effective because they can transform exercises that are by themselves unattractive into intrinsically motivated action. This pilot study aims to test whether a specially designed game contributes to patients learning desired behavior and achieving other specific therapeutic goals in an online cognitive-behavioral therapy (CBT)-based burnout treatment context. In total, 101 participants took part in the experiment, under four conditions: (a) Game+Therapy, (b) Therapy Only, (c) Game Only, and (d) No Game+No Therapy. Pre- and postmeasures were taken online.

RESULTS showed that the two therapy conditions (Game+Therapy and Therapy Only) showed a greater decrease in complaints and disengagement, and a stronger increase in coping skills than the nontherapy conditions (Game Only and No Game+No Therapy). As expected, the Game+Therapy condition outperformed the Therapy Only condition on combined improvement measures of burnout symptoms. However, analyses of individual measures showed no effects. It can be cautiously concluded that the therapeutic digital game may be a useful tool when embedded in a therapeutic burnout treatment program and is probably more efficient than CBT, as it is used in current practice.


Language: en

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