Children and Youth Services Review 35 (2013) 1468–1475 Contents lists available at SciVerse ScienceDirect Children and Youth Services Review journal homepage: www.elsevier.com/locate/childyouth The role of cognitive distortion in online game addiction among Chinese adolescents Li Huanhuan a,⁎, Wang Su b a b Department of Psychology, Renmin University of China, Beijing 100872, PR China Department of Psychology, Sun-Yat Sen University, Guangzhou 510275, PR China a r t i c l e i n f o Article history: Received 26 November 2012 Received in revised form 27 March 2013 Accepted 29 May 2013 Available online 7 June 2013 Keywords: Online game addiction Cognitive distortion Cognitive–behavioral therapy Adolescence a b s t r a c t The aim of the present study was to examine the role of cognitive distortions in the development of on-line game addiction among Chinese adolescents. In Study 1, the sample comprised 495 adolescents aged 12 to 19 who recruited from two middle schools in Guangzhou, China. They were administered questionnaires relating background variables, the Internet Addiction Scale (IAS), Cognitive Distortions Scale (CDS) and Online Game Cognitive Addiction Scale (OGCAS). In Study 2, Twenty eight adolescents with excessive on-line game play recruited from a local mental hospital were randomly divided into to a CBT group (N = 14) and a clinical control group (N = 14). Measures of severity of on-line game playing, anxiety, depression, and cognitive distortions were assessed on baseline and after the 6 week intervention. Results of the present study showed that rumination and short-term thinking were the most predictors of online game addiction, and all-or-nothing thinking predict online game addiction at marginal significant levels. Males are at a greater risk of developing online game addiction than do females. CBT and basic counseling had different treatment effects on the all-or-nothing thinking scores, online comfort scores and short-term thinking scores, SDS scores and SAS scores. Interestingly, CBT and basic counseling had similar treatment effects on IAS scores and OGCAS scores. Applications of these findings to etiological research and clinical treatment programs are discussed. © 2013 Elsevier Ltd. All rights reserved. 1. Introduction In China today, approximately 46.64 million adolescents between the ages of 10 and 19 years spend a significant amount of time playing in a persistent game world (China Internet Network Information Center, 2011). Arguments continue over the benefits vs. deficits of online gaming. Some researchers claim that participation in online gaming can be beneficial to an adolescent's development due to its entertainment, competition, and multi-player aspects (Chou & Tsai, 2007; Karakus, Inal, & Cagiltay, 2008; Lim & Lee, 2009; Utz, Jonas, & Tonkens, 2012). Individuals who have higher academic competence, general positive youth development, positive and clear identity (Shek & Yu, 2012), and confrontative coping skills (Li, Wang, & Wang, 2009) have been shown to be at a low risk for Internet addiction, whereas age and being male predict a higher probability for Internet addiction. In the past two decades, a growing body of studies has suggested that excessive online game playing is significantly associated with high levels of depression, anxiety, loss of appetite, sleep disturbance, limited physical activity, and aggressive behavior in adolescents (Freeman, 2008; Korkeila, ⁎ Corresponding author at: Department of Psychology, Renmin University of China, Floor 10, Suite D, Huixian Building, 59 Zhongguangcun Street, Haidian District, Beijing 100872, PR China. E-mail address: [email protected] (H. Li). 0190-7409/$ – see front matter © 2013 Elsevier Ltd. All rights reserved. http://dx.doi.org/10.1016/j.childyouth.2013.05.021 Kaarlas, Jääskeläinen, Vahlberg, & Taiminen, 2010; Smyth, 2007; Stetina, Kothgassner, Lehenbauer, & Kryspin-Exner, 2011). On-line game addiction is defined as the “excessive and compulsive use of computer or video games that results in social and/or emotional problems; despite these problems, the gamer is unable to control this excessive use” (Lemmens, Valkenburg, & Peter, 2009, page 78). Although online game addiction has not yet been recognized as a distinct psychological disorder in the Diagnostic and Statistical Manual of Mental Disorders 4th Edition (DSM-IV; American Psychiatric Association), this condition deserves careful attention due to a variety of negative outcomes. There appears to a significant demand for the treatment of online game addiction, particularly in China, where the estimated prevalence of online game addiction among young adults has increased from 5.4% in 2005 to 11.6% in 2008 (Li, Wang, & Wang, 2008; Yip and Kwok, 2005). Adolescents are particularly susceptible to online game addiction due to characteristics associated with this developmental period, including the need for self-realization and difficulties in interpersonal relationships (Lafrenière, Vallerand, Donahue, & Lavigne, 2009; Wan & Chiou, 2006). On one hand, adolescents often find it easier to develop intimate relationships with others in an imaginary game world than they do in face-to-face communication. Thus, interactions in the game world may represent one way of coping with real interpersonal problems. On the other hand, finely honed gaming skills may allow the adolescent to win respect from, and a reputation among, fellow players, thereby fulfilling their need for self-realization. H. Li, S. Wang / Children and Youth Services Review 35 (2013) 1468–1475 Cognitive distortions have been described as errors of logic in interpreting situations, which include selective abstract-focusing, overgeneralization, personalization, catastrophic thinking, and all-or-nothing thinking (Beck, Rush, Shaw, & Emery, 1979). Given the important role of cognitive distortion in the development of serious medical conditions, such as major depression, anxiety, chronic pain, substance abuse, and pathological gambling, this area of interest has gained increased attention among psychologists and psychiatrists (MacKillop, Anderson, Castelda, Mattson, & Donovick, 2006; Moss-Morris & Petrie, 1997; Nasir, Zamani, Yusooff, & Khairudin, 2010). However, very few studies have explored the role of cognitive distortion in the development of online game addiction, nor prevention programs been developed that focus on adjusting cognitive distortions in order to reduce online game addiction among adolescents. 2. Background 2.1. Cognitive distortion and Internet addiction Davis (2001) first proposed a cognitive–behavioral model in which cognitive distortions play a central role in problematic Internet use. Davis suggested a number of specific errors of logic in the interpretation of Internet use, including rumination (constantly thinking about problems associated with the individual's Internet use, rather than other events in one's life), self doubt, negative self-appraisal (having a negative view of oneself and using the Internet to achieve more positive responses from others in a non-threatening way), and all-or-nothing thinking (assuming that oneself is worthless without the Internet, and exacerbating the individual's Internet dependence, typified by phrases such as “the Internet is the only place I am respected,” “Nobody loves me offline,” and “the Internet is my only friend”). In this model, these cognitive distortions are automatically enacted whenever Internet use is available, thus leading to overuse of the Internet. Although the relationship between cognitive distortion and Internet addiction in Davis's model was at the time a hypothesis, researchers have since gained evidences that individuals with problematic Internet use have a tendency to make negative interpretations and dysfunctional predictions of their Internet use (Decker & Gay, 2011; Kalkan, 2012). However, a literature search revealed that the bulk of research designed to assess the role of cognitive distortion in online game addictions has taken place in the context of Western society. Importantly, it is not known whether the cognitive distortions described in Davis's model are representative among Chinese online game players. Deficient self-regulation has been shown to play an important role in the negative consequences associated with online gaming (Liu & Peng, 2009) and in the difficulty to control playing time and to cease bouts of game playing in Chinese game player (Rau, Peng, & Yang, 2006). These characteristics have been demonstrated to be core criteria in the definition of online gaming addiction, thus cognitive distortions specific to excessive online game-playing activities should be elucidated in the context of Chinese adolescents. Towards this goal, we previously developed an online gaming Cognitive Distortions Scale (CDC) to assess all-or-nothing thinking, rumination, online comfort, and short-term thinking and have demonstrated its useful psychometric properties in a sample of Chinese adolescents (Wang & Li, 2009). 1469 method for substance dependence, have recently been applied to the treatment of Internet addiction. CBT has consistently been reported to be effective in the treatment of Internet addicts, as it allows them to acquire new coping skills and to monitor their thoughts, feelings, and behaviors that are associated with Internet use (Du, Jiang, & Vance, 2010; Kalkan, 2012; Kim, Han, Lee, & Renshaw, 2012; Young, 2007). In an eight-session CBT study of 114 adults with Internet addiction, Young (2007) suggested that most participants could control their symptoms through self-control and emotional regulation training. Du et al. (2010) reported that group CBT for Internet addiction improves pro-social behavior, problem solving, and time management skills, and decreased problematic Internet use among adolescents aged from 12 to 17 years old. However, more heterogeneous populations, who used Internet excessively for various purposes in addition to gaming, were recruited for these two studies. Furthermore, the CBT in these two studies focused mainly on coping and emotional management skill training, rather than challenging cognitive distortions. Kim et al. (2012) reported that a combination of group CBT and medication for online game addiction in 14–18 year old students significantly decreased the severity of online game playing, mood, and anxiety symptoms, as well as improving life satisfaction and school adaptation compared to medication alone. Although the CBT trials in Kim's study did include disputing false beliefs and developing alternative beliefs, measures of cognitive distortions at baseline and after the treatment period were lacking. CBT has proven efficacious in the treatment of many psychological disorders in Western society. Despite limited evidence for its therapeutic efficacy in China, the application of CBT has increased in clinical practice in this country over the past three decades (Chang, Tong, Shi, & Zeng, 2005). A strong degree of compatibility between CBT and Chinese values, such as integration, moral discipline, and human heartedness, has been demonstrated in previous studies (Chen & Davenport, 2005; Hodges & Oei, 2007), which suggest that the appropriate cultural modification of CBT can lead to effective psychotherapy outcomes for Chinese clients. Because therapists authority are highly respected in Chinese society, where pragmatism has became a general life principle, the following structural changes in the process of CBT when applied to Chinese clients have been recommended: setting the direction of session activity, the teaching of skills, an emphasis on homework, and a focus on present and future experience. However, while the role of cognitive distortions in online game addiction has received increasing attention from mental health workers in China, little, if any, data exists regarding the efficacy of specific treatments in this new clinical population. 3. Study 1: the relationship between online game addiction and cognitive distortion Study 1 was conducted to further investigate the role of cognitive distortion, measured by the CDC, in online game addiction among Chinese adolescents. The research questions addressed in the present study are as follows: do online game addicts score higher on measures of Internet addiction and on the CDC than do non-addicts? In addition, is the presence of cognitive distortions significantly predictive of online game addiction in Chinese adolescents? 2.2. Cognitive–behavior therapy for Internet addicts 3.1. Methods Evidence to date suggests that individuals with Internet addiction have typically received some form of treatment, mainly from medical service providers, which focuses on relieving their emotional and physical symptoms, such as depression, anxiety, and sleep disturbances (Block, 2008). Due to the similar clinical features between individuals with substance dependence and those with online game addiction, such as craving, withdrawal, and tolerance (Ng & Wiemer-Hastings, 2005), techniques of cognitive–behavioral therapy (CBT), an established, effective 3.1.1. Participants The International Review Board of Sun-Yat Sen University approved the protocol for this study. Our original sample consisted of 540 Chinese adolescents who were recruited from two middle schools in Guangzhou and who voluntarily participated in this research with no compensation. Of these, 45 were excluded due to missing data or because they had no Internet experience, resulting in the current sample of 495 1470 H. Li, S. Wang / Children and Youth Services Review 35 (2013) 1468–1475 students. The mean age for this sample was 15.52 (SD = 1.97) years of age, with a range from 12 to 19 years of age. Prior to the distribution of informed consent forms, the participants were informed that the purpose of this research was to examine factors associated with Internet use and that the participants' privacy and anonymity would be fully protected. Informed consent was then obtained with both the signatures of the participants and their parents before the actual administration of the questionnaires, which was conducted in a group format. The questionnaires took approximately 30–35 min to complete. 3.1.2. Measures 3.1.2.1. Demographic characteristics. The demographic section of the questionnaire included questions on the participant's gender, age, and years in middle school. 3.1.2.2. Internet experience. All participants were asked whether they had used the Internet. Those who had replied in the positive were asked about the duration of their use. Participants were also asked to provide the average time they spend on online games weekly. 3.1.2.3. Measures of online game addiction. The Internet Addiction Scale (IAS; Young, 1998) examines an individual's preoccupation with the Internet by measuring symptoms such as a need for increasingly more time spent online to achieve the same amount of satisfaction, repeated efforts to curtail Internet use, irritability, depression or mood lability when Internet use is limited, staying online longer than anticipated, and using the Internet as a means of mood regulation. The eight items of the IAS are calibrated with scores of 0 (no) and 1 (yes). Participants fulfilling five out of eight criteria are considered problematic Internet users. A Chinese version (Zhu & Wu, 2004) was adopted for the present study. An alpha coefficient of .70 was obtained for the current sample. The Chinese version of the Online Game Cognitive Addiction Scale (OGCAS; Li, Wang, & Wang, 2008) was used to examine cognitive styles, compulsivity, withdrawal, and impaired social function related to online gaming. The 16 items of the Chinese version of the OGCAS are calibrated with scores ranging from 1 (strongly disagree) to 5 (strongly agree), with higher scores reflecting a greater tendency toward online game addiction. The internal consistency coefficient for the OGCAS (Cronbach's α = 0.95) was excellent in the current sample. The Chinese version of the Cognitive Distortions Scale (CDS) was developed by our research group and was used to examine cognitive distortions relevant to online game addiction(Wang & Li, 2009). The CDS consists of 17 items and includes four subscales: all-or-nothing thinking, online comfort (assuming that the virtual world is more comfortable, safe, and real than the real world), rumination, and short-term thinking (avoiding problem-solving in which individuals confront emotional stress, academic stress, and interpersonal conflicts, and merely indulging in pleasure brought by current online game playing). All the questions of CDC were specific to online gaming. The 17 items of the CDS are calibrated using scores ranging from 1 (never) to 5 (always), with higher scores reflecting a greater tendency toward cognitive distortions associated with online game addiction. The CDS has previously demonstrated to have a high internal consistency and good test–retest reliability over an interval of two weeks in a sample of Chinese adolescents (Wang & Li, 2009). The internal consistency coefficients for the four subscales (Rumination: Cronbach's α = 0.74; all-or-nothing thinking: Cronbach's α = 0.87; online comfort: Cronbach's α = 0.83; short-term thinking: Cronbach's α = 0.81) were excellent in the current sample. 3.1.3. Data analysis The statistical analysis was performed using the Statistical Package for Social Sciences (SPSS, version 17.0 for Windows; Chicago, IL). Descriptive analyses were performed on all variables. Bivariate associations between online game addiction and each of the other variables were evaluated using regression analyses. Variables with p values b 0.05 were included in a simultaneous multivariate regression model, with online game addiction as the dependent variable, to evaluate the significance of each predictor after controlling for all the other predictors. 3.2. Results 3.2.1. Demographic characteristics The education levels of the subjects were as follows: 17.2% in seventh grade, 15.6% in eighth grade, 18.2% in ninth grade, 17.6% in tenth grade, 16.0% in eleventh grade, and 15.6% in twelfth grade. Among the 495 respondents, 235 (47.5%) were male and 260 (52.5%) were female. 3.2.2. Differences in CDC scores, IAS scores and OGCAS scores relative to age, gender, and grade level In Study 1, there were no significant differences in CDC scores, IAS scores and OGCAS scores across all age groups and grade level. The total CDC (t = 7.09, p b 0.01) and the four subscales scores (rumination: t = 8.44, p b 0.01; all-or-nothing thinking: t = 4.78, p b 0.01; online comfort: t = 3.08, p b 0.01; short-term thinking: t = 5.96, p b 0.01) were significantly higher for males than for females. In addition, the IAS (t = − 3.77, p b 0.001) and OGCAS scores (t = − 10.02, p b 0.001) in males were significantly higher than those in females. 3.2.3. Relationship between cognition distortions and online game addiction Using the data from all 495 participants, bivariate associations between online game addiction severity and demographic variables, rumination, all-or-nothing thinking, online comfort, and short-term thinking were assessed using regression analyses. The results are summarized in Tables 1–4. All the predictive variables were significantly associated with IAS scores (M = 2.3, SD = 1.9, range: 0–8; see Table 1). To determine the relative importance of each predictor after controlling for the other predictors, variables significantly correlated with IAS scores were included in a simultaneous multivariate regression model with IAS scores as the dependent variable. The results indicated that rumination (M = 5.31, SD = 2.48, range: 3–15, β = 0.15, p b 0.05) and short-term thinking (M = 7.24, SD = 3.34, range: 4–20, β = 0.27, p b 0.001) were significant predictors of the severity of Internet addiction (see Table 2). With the exception of age (M = 15.52, SD = 1.97, range: 12–19, β = −0.01, not significant (ns)) and educational level (β = −0.01, ns), all other predictive variables were significantly associated with OGCAS scores (M = 27.27, SD = 11.23, range: 16–80). The two most important predictors of OGCAS scores were rumination (β =0.62, p b 0.001) and short-term thinking (β = 0.70, p b 0.001; Table 3). To determine the relative importance of each predictor after controlling the other predictors, variables significantly correlated with OGCAS scores were included in a simultaneous multivariate regression model Table 1 Summary of bivariate associations between IAS scores and each predictor. Variable B SEB β Male Age Educational level Rumination All-or-nothing thinking On-line comfort Short-term thinking 1.30 0.16 0.21 0.28 0.14 0.29 0.25 0.24 0.07 0.08 0.04 0.02 0.05 0.03 0.31⁎⁎⁎ 0.15⁎ 0.17⁎⁎ 0.36⁎⁎⁎ 0.36⁎⁎⁎ 0.37⁎⁎⁎ 0.46⁎⁎⁎ Note: ⁎ p b 0.05. ⁎⁎ p b 0.01. ⁎⁎⁎ p b 0.001. H. Li, S. Wang / Children and Youth Services Review 35 (2013) 1468–1475 Table 2 Summary of simultaneous multivariate regression analysis for variables predicting IAS scores. 1471 Table 4 Summary of simultaneous multivariate regression analysis for variables predicting OGCAS scores. Variable B SEB β Variable B SEB β Male Age Educational level Rumination All-or-nothing thinking On-line comfort Short-term thinking 0.49 −0.09 0.39 0.11 0.02 0.05 0.15 0.25 0.16 0.19 0.05 0.04 0.07 0.04 0.12 −0.09 0.27 0.15⁎ 0.04 0.07 0.27⁎⁎⁎ Male Rumination All-or-nothing thinking On-line comfort Short-term thinking 6.97 1.31 0.29 0.77 1.20 1.20 0.24 0.16 0.33 0.20 0.24⁎⁎⁎ 0.25⁎⁎⁎ 0.11a 0.14⁎ 0.32⁎⁎⁎ Note: ⁎ p b 0.05. ⁎⁎⁎ p b 0.001. with OGCAS scores as the dependent variable. These results indicated that all the selected variables, with the exception of all-or-nothing thinking (β = 0.11, p = 0.07) were significant predictors of OGCAS scores, with the two most important predictors being rumination (β =0.25, p b 0.05) and short-term thinking (β = 0.32, p b 0.001; Table 4). Having showed that rumination and short-term thinking were the most significant predictors of online game addiction, and male are at a greater risk of developing online game addiction than do female, the next step was to examine the efficacy and application of CBT focused on disputing these distorted beliefs for male online game addicts. 4. Study 2: the effectiveness of CBT in the treatment of online game addiction The protocols regarding intervention programs for Internet addiction in Chinese clients have not been well developed, and the effectiveness of existing psychological therapy remains unclear in this cultural context (Shek, Tang, & Lo, 2009). The group CBT protocol used in Study 2 was developed for the treatment of online game addiction in adolescents at the Department of Psychology at the Renmin University of China (Wang, 2009). Considering the contributory effects of cognitive distortions such as rumination, all-or-nothing thinking, online comfort, and short-term thinking to online game addiction, the aspects of CBT employed in the current study were aimed towards disputing distorted beliefs and replacing them with rational beliefs. We hypothesized that group CBT can significantly improve the symptoms and severity of online game addiction compared to basic counseling, which include attending, observation, responding for reflecting thoughts and feelings, and questioning. The purpose of basic counseling is to encourage online game addicts to express their negative affect and to provide them affective support. 4.1. Method 4.1.1. Study design The Review Board of the Sun-Yet Sen University in Guangzhou, China, approved the protocol for Study 2. This study represents a Table 3 Summary of bivariate associations between OGCAS scores and each predictor. Variable B SEB β Male Age Educational level Rumination All-or-nothing thinking On-line comfort Short-term thinking 15.85 −0.04 −0.06 3.28 1.64 3.24 2.62 1.48 0.46 0.53 0.26 0.14 0.27 0.16 0.55⁎⁎⁎ −0.01 −0.01 0.62⁎⁎⁎ 0.59⁎⁎⁎ 0.60⁎⁎⁎ 0.70⁎⁎⁎ Note: ⁎⁎⁎ p b 0.001. Note: a P = 0.07. ⁎ p b 0.05. ⁎⁎⁎ p b 0.001. longitudinal, randomized, controlled trial containing a CBT intervention group and a control group that received basic counseling. A 2 by 2 mixed-effect factorial design was used to assess psychological outcome measures. 4.1.2. Participants The Center for Internet Addiction at Guangzhou Baiyun Hospital was established in 2006. This center provides education and treatment to people with online gaming addictions in the Guangdong Province of China. In Study 2, 28 male participants, aged from 12 to 19 years, agreed to participate in a randomized CBT trial. All participants were diagnosed to be online game addicts by a senior psychiatrist based on the most recent revision of the Diagnostic and Statistical Manual of Mental Disorders 4th Edition criteria for substance abuse, (DSM-IV-TR; American Psychiatric Association, 2000) and were not co-morbid for other psychiatric diseases, such as attention deficit hyperactivity disorder, major depression, anxiety, or schizophrenia. The definition of online game addiction for this study was (1) excessive game play (more than 4 h per day/30 h per week; Ko et al., 2005); (2) a score greater than 35 on the OGCAS (Li, Wang, & Wang, 2008; Li, Wang, & Liu, 2008); (3) a score greater than 3 on the IAS-CR (Zhu & Wu, 2004); and (4) maladaptive behaviors or distress due to a excessive online game playing, including a difficulty in controlling playing duration, decreased academic performance or absence from school, interpersonal conflicts, borrowing money for purchasing items used in online gaming, and feeling anxiety and distress upon withdrawal from online game playing. 4.1.3. Measurement of emotional disorders Zung's Self-Rating Depression Scale (SDS; 1965) is a self-report scale that includes 20 items representing the most common clinical symptoms of depression. Each item is rated on a 5-point Likert scale that indicates the severity of a particular depression-related symptom experienced during the past week, with scores ranging from 1 (not at all) to 5 (extremely). The Chinese version of the SDS is one of the most widely used measures of depression in this country, and its psychometric properties have been well documented (Liu et al., 1994). Zung's Self-Rating Anxiety Scale (SAS; 1971) is an easily administrated self-report scale that is used to examine mood alterations and physical arousal related to anxiety. The 20 items of the SAS range from scores of 1 (not at all) to 5 (extremely). The Chinese version of the SAS has been demonstrated to be a valid tool for evaluating anxiety levels in Chinese populations (Tao & Gao, 1994). 4.1.4. 6-week CBT procedure Twenty-eight participants diagnosed with online game addiction were randomly divided into the CBT and the control groups (14 per group). Participants in the CBT group received a 12-session course of CBT, with sessions twice a week. Each CBT session lasted 45 min and was provided by a well-trained clinical psychologist. The control group received a 45-min interview twice per week with a psychiatrist 1472 H. Li, S. Wang / Children and Youth Services Review 35 (2013) 1468–1475 in order to monitor their online game play activities and to provide basic counseling. The severity of online game play, cognitive distortion, depression, and anxiety symptoms scores were recorded for both groups at baseline and at 6 weeks following the start of the study (the CBT treatment period). These psychological measures were conducted by a clinical nurse who was blind to group identity. In the present study, the 12 CBT sessions (S) had the following structure: S1–S2: Orientation — introducing the possible courses and adverse consequences of online game addiction and setting goals for treatment; S3: Rules — discussing the basic rules to be followed in the therapy phrase; S4–S5: Introducing cognitive distortions closely related to online game addiction and disputing these irrational belief systems; S6–S7: Restructuring rational belief systems — exposing motivation for excessive online game playing and irrational belief systems pertinent to online game addiction, and replacing them with rational belief systems; S8: Rating — establishing a plan to gradually cope with reinforcers of online game playing, including interpersonal conflicts, daily hassles, and learning-related stress, which may be involved in a vicious cycle with cognitive distortions; S9–S10: Communication skills training; S11–S12: Review and relapse prevention — discussing experiences and goals achieved in the therapy period and how to monitor cognitive distortions and self-control while using the Internet in the future. 4.1.5. Data analysis The endpoint of intervention efficacy was considered to be changes in psychological outcome variables measured between pre- and post-treatment assessments, i.e. the significant interaction effect of Pre–Post by Group. Baseline characteristics were compared between groups using one-way ANOVA for quantitative variables and Chi-squared test for qualitative variables, and these tests were performed using SPSS version 17.0. The effects of the different interventions upon outcome measures were determined using two-way mixed-effects repeated measures ANOVA (RMANOVA) with Group as the between-subjects factor and Time (Time 1, pre-treatment; Time 2, post-treatment) as the within-subject factor. Partial Eta squared values (η2) were reported as measures of effect size. The Group and Pre-Post main effect should be interpreted in light of significant two-way interactions. 4.2. Results 4.2.1. Demographic characteristics A Chi-squared test and an independent-samples t-test were conducted in order to examine the differences between the CBT and control treatment groups. There were no significant differences between the groups at baseline in terms of age, education, the severity of Internet use, the genre of online game play, presence of cognitive distortions, anxiety, and depressive symptoms. 4.2.2. Changes in clinical measures during the 6-week treatment period Table 5 summarizes the results of the repeated measures of the analysis of variance (ANOVA). Both of group CBT and basic counseling intervention showed a tendency towards lower post-treatment total IAS scores, but the two treatment groups did not significantly differ in the difference between the baseline and 6-week total IAS score (p > 0.05). Both the CBT and basic counseling intervention groups demonstrated significantly lower post-treatment OGCAS scores. For the total CDC scores, all-or-nothing thinking scores, and online comfort scores, the CBT intervention significantly lowered participants' post-treatment outcome measures, while no Pre–Post difference was found for the control group (Pre–Post by Group interaction effect, the total CDC scores: F(1,26) = 10.60, p = 0.003, partial η2 = 0.30; all-or-nothing thinking: F(1,26) = 7.14, p = 0.01, partial η2 = 0.22; online comfort: F(1,26) = 6.99, p = 0.01, partial η2 = 0.22). For short-term thinking scores, the CBT intervention marginally lowered Table 5 Multivariate test of RMANOVA on significant psychological outcome measures. Effects F df p Partial η2 Total IAS scores Pre–Post Group Pre–Post × Group 2.74 0.79 0.47 1,26 1,26 1,26 0.11 0.38 0.90 0.10 0.03 0.01 Total OGCAS scores Pre–Post Group Pre–Post × Group 11.89 1.41 1.99 1,26 1,26 1,26 0.002 0.25 0.17 0.32 0.05 0.07 Total CDC scores Pre–Post Group Pre–Post × Group 0.95 0.23 10.60 1,26 1,26 1,26 0.34 0.64 0.003 0.04 0.01 0.30 Rumination Pre–Post Group Pre–Post × Group 0.86 2.12 0.08 1,26 1,26 1,26 0.36 0.16 0.78 0.03 0.08 0.03 All-or-nothing thinking Pre–Post Group Pre–Post × Group 0.51 0.31 7.14 1,26 1,26 1,26 0.48 0.58 0.01 0.02 0.01 0.22 On-line comfort Pre–Post Group Pre–Post × Group 0.28 0.30 6.99 1,26 1,26 1,26 0.60 0.59 0.01 0.01 0.01 0.22 Short-term thinking Pre–Post Group Pre–Post × Group 2.13 0.72 3.49 1,26 1,26 1,26 0.16 0.40 0.07 0.08 0.03 0.12 SDS scores Pre–Post Group Pre–Post × Group 0.003 0.58 1.97 1,26 1,26 1,26 0.95 0.45 0.17 0.00 0.02 0.07 SAS scores Pre–Post Group Pre–Post × Group 3.17 1.21 2.31 1,26 1,26 1,26 0.08 0.28 0.14 0.11 0.05 0.09 Note: RMANOVA: repeated measure analysis of variance. IAS: The Internet Addiction Scale; OGCAS: The Chinese version of Online Game Cognitive Addiction Scale; CDC: The Chinese version of Cognitive Distortions Scale; SAS: Zung's Self-rating Anxiety scale; SDS: Zung's Self-rating depression scale. Partial η2: effect size estimate. participants' post-treatment outcome measures, while no Pre–Post difference was found in the control group (Pre–Post by Group interaction effect, F(1,26) = 3.49, p = 0.07, partial η2 = 0.12). For the SDS scores, the mean change of Pre–Post measures was −4.6 in the CBT group and 4.22 in the control group. For the SAS scores, the mean change of Pre–Post measures was −8.08 in CBT group, and 5.0 in control group. There was no significant difference on the Pre–Post delta scores between the two intervention groups (p > 0.05). Changes in psychological outcome variables measured pre- and post-treatment and the significant interaction effect of Pre–Post by Group are shown in Fig. 1. In summary, CBT and basic counseling had different treatment effects on the all-or-nothing thinking scores, online comfort scores and short-term thinking scores, as were indicated by significant Time by Group interaction effects. CBT and basic counseling had similar treatment effects on the SDS scores and SAS scores, as were indicated by the mean change of Pre–Post measures. Interestingly, CBT and basic counseling had also similar treatment effects on IAS scores and OGCAS scores. 5. Discussion Cognitive distortions, defined as irrational beliefs about, or inaccurate perceptions of, oneself and/or of one's environment, may contribute to H. Li, S. Wang / Children and Youth Services Review 35 (2013) 1468–1475 autonomy (Zhang, 2008), impulsive and aggressive behavior (Lemmens, Valkenburg, & Peter, 2011; Nesbit & Conger, 2012), major depression (Beck et al., 1979; Henriques & Leitenberg, 2002) and addictive disorders (Kirisci, Tarter, Vanyukov, Reynolds, & Habeych, 2004; Toneatto, 2002). The present study adds to the findings of previous Internet addiction studies by examining the roles of cognitive distortions in the adolescent's risk of online gaming addiction and provides empirical evidence for the efficacy of CBT on this clinical population. We find that adolescents who exhibit the cognitive distortion characteristics of rumination and shortterm thinking may be more susceptible to online game addiction. In addition, we find that adolescents who participate in CBT experience a significant decrease in the severity of their online game play addiction and CDC scores following a 6-week treatment period compared to those of the control group. Interestingly, the mean CDC scores, all-or-nothing thinking, A and online comfort in the CBT group decreased while these measures actually increased in the control group during the 6-week treatment period. In both groups, the mean SAS and SDS scores in were improved following the 6-week period. In study 1, we found that IAS and OGCAS scores were significantly higher for males than for females. These findings are consistent with previous studies showing that males have a greater susceptibility to excessive Internet usage than do females (Charlton & Danforth, 2007; Haddadain, Abedin, & Monirpoor, 2010; Soule, Shell, & Kleen, 2003). Interestingly, the CDC scores were also significantly higher in males compared to females in our study cohort. Considering that underlying cognition distortions may contribute to online game addiction in adolescents, we speculated that the gender difference in online game addiction may at least partially result from differences in the presence of B Estimated Marginal Means of Total IAS scores 45 4 40 3.5 CBT Control 3 35 2.5 30 2 25 C Estimated Marginal Means of total IGCAS scores 50 4.5 1.5 1473 Pre-intervention 20 Post-intervention D Estimated Marginal Means of total CDC scores CBT Control Pre-intervention Post-intervention Estimated Marginal Means of all-nothing thinking 36 13 34 12 32 11 30 10 CBT Control 28 26 6 22 E 5 4 Pre-intervention Post-intervention Pre-intervention F Estimated Marginal Means of all-nothing thinking Post-intervention Estimated Marginal Means of on-line comfort 7 6.5 13 12 6 11 5.5 10 5 9 CBT Control 8 7 CBT Control 4.5 4 3.5 6 3 5 2.5 4 CBT Control 8 7 24 20 9 Pre-intervention Post-intervention 2 Pre-intervention Post-intervention Fig. 1. Change in psychological outcome variables measured at pre- and post-treatment and the significant interaction effect of Pre–Post by Group. A: IAS scores; B: OGCAS scores; C: the total CDC scores; D: All-or-nothing thinking score; E: Rumination scores; F: On-line comfort scores; G: Short-term thinking scores; H: SDS scores; J: SAS scores. 1474 H. Li, S. Wang / Children and Youth Services Review 35 (2013) 1468–1475 G H Estimated Marginal Means of short-term thinking Estimated Marginal Means of SDS scores 14 44 13 43 12 42 11 41 10 CBT Control 9 40 39 8 38 7 37 6 36 5 35 4 I Pre-intervention CBT Control Pre-intervention Post-intervention Post-intervention Estimated Marginal Means of SAS scores 50 48 46 44 CBT Control 42 40 38 36 Pre-intervention Post-intervention Fig. 1. (continued). cognitive distortions, including rumination, all-or-nothing thinking, online comfort, and short-term thinking. Our results indicated that adolescents, regardless of age and educational level, have equal possibilities of presenting with cognitive distortions associated with online gaming. Since adolescents, particularly males, comprise a large percentage of online game players (Chou & Tsai, 2007), they are at a greater risk of developing further online game addiction in later adulthood than do older individuals. More importantly, the predictive value of rumination and short-term thinking for the presence of online game addiction was highly significant in the current sample. From these findings, it is reasonable to speculate that adolescents who tend to use online games as a means of escape from their real-life difficulties are more susceptible to online game addiction. Another possible reason for this is the questions of CDC were specific to online gaming playing, which may result in some certain conceptual overlap between online addiction measured by the IAS and cognitive distortions measured by CDC, such as getting enjoyment from the internet or online game playing and thinking a lot about internet use or online game playing. Future studies should add a unspecific cognitive distortions measurement to further investigate the relationship between cognitive distortions and online game addiction. The psychological outcome measurements in the current study showed that the online game addiction symptoms as measured by IAS and OGCAS, namely, distorted beliefs and negative emotions (i.e. depression and anxiety), were decreased following CBT intervention. In addition, basic counseling was also helpful in reducing the addiction symptoms and emotional disturbances, but did not resolve the presence of cognitive distortions. Since the anxiety and depression that may result from Internet addiction can lead to compulsivity, withdrawal, and craving symptoms, our findings indicate that the efficacy of group CBT and basic counseling upon the severity of online game addiction symptoms may be partially dependent upon alleviating emotional symptoms. The changes we observed can be regarded as impressive in view of the small sample size involved. Furthermore, although these changes provide some support for the efficacy of group CBT on online gaming addiction, it should be noted that not all cognitive distortion characteristics, such as rumination, were significantly improved by this therapy. The efficacy of group CBT has been elusive in dispelling this species of cognitive distortion, in part because the practice of disputing rumination belief in the process of group CBT does not appear sufficient. Another possible reason for this may be the low power of the statistical tests in the current study due to the small sample size. There are several limitations to the present study. First, the findings of efficacy for CBT should only be considered as a preliminary analysis, and as such must be interpreted with caution due to the small clinical sample size and a lack of follow-up data. Second, the adolescents who participated in the current CBT research were all male. Future studies should verify the efficacy of CBT in female subjects. Third, the current research represents a cross-sectional design and thus does not allow conclusions to be drawn regarding a potentially causal relationship between cognitive distortions and online game addiction. Further research that includes concurrent individual interviews and longitudinal designs is needed to more fully understand the influence of cognitive distortions on online game addiction among adolescents. 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