Revolutionizing Therapy: Video Games as a Pre-Treatment for Bulimia Nervosa
In the ever-evolving field of therapeutic interventions, innovative approaches are constantly being explored to enhance treatment outcomes. One such groundbreaking approach is the integration of serious video games as a pre-treatment strategy for bulimia nervosa (BN), as demonstrated in the clinical case study by Giner-Bartolomé et al. (2015). This study sheds light on the potential benefits of using a video game, Playmancer, to address impulsivity—a key factor in BN—before commencing cognitive behavioral therapy (CBT).
Understanding the Study
The research highlights the limitations of CBT when used alone for treating BN, particularly in cases with high levels of impulsivity. The study employed an "A-B-A-C-A" single case experimental design, where a serious video game intervention was introduced before CBT. The results were promising: the video game intervention led to decreased levels of impulsivity, anxiety, and novelty seeking, as well as a reduction in the frequency of binge eating episodes.
Key Findings and Implications
- Impulsivity Reduction: The use of Playmancer significantly decreased impulsivity levels, as measured by the Conner’s Continuous Performance Test II (CPT-II). This reduction was maintained throughout the CBT phase.
- Improved Decision-Making: The Iowa Gambling Task (IGT) results indicated an enhancement in decision-making abilities, suggesting that the video game intervention positively influenced cognitive functions related to impulsivity.
- Decreased Binge Frequency: The frequency of binge eating episodes dropped notably during the video game phase, demonstrating its potential as an effective pre-treatment tool.
Why This Matters for Practitioners
For practitioners, these findings open up new avenues for enhancing therapeutic outcomes in BN treatment. By incorporating video game interventions like Playmancer, therapists can potentially improve patient engagement and treatment adherence, particularly in individuals with high impulsivity. This approach not only addresses a critical factor in BN but also complements traditional CBT methods.
Encouraging Further Research
While this case study provides valuable insights, it also underscores the need for further research. Larger sample sizes and control groups are necessary to validate these findings and explore the broader applicability of video game interventions in eating disorders. Practitioners are encouraged to consider these innovative strategies and contribute to the growing body of research in this area.
To read the original research paper, please follow this link: Can an intervention based on a serious videogame prior to cognitive behavioral therapy be helpful in bulimia nervosa? A clinical case study.