Hintergrund: Die Bindungstheorie kann einen wichtigen Beitrag zum Verständnis der Ätiopathogenese der Internetsucht leisten.
Methode: In einer Online-Befragung wurden soziodemografische Merkmale, der Bindungsstil, Symptome der Internetsucht, genutzte Dienste und Online-Beziehungsmotive erfasst.
Ergebnisse: Teilnehmer mit sicherem und unsicherem Bindungsstil unterschieden sich in ihrer Tendenz zu missbräuchlicher Internetnutzung und ihren Online-Beziehungsmotiven.
Diskussion: Diese Ergebnisse liefern Erkenntnisse für die Ätiopathogenese der Internetsucht. Therapeutische Implikationen werden diskutiert.
Eichenberg, C., Dyba, J. & Schott, M. (2016). Bindungsstile, Nutzungsmotive und Internetsucht. Psychiatrische Praxis, doi:10.1055/s-0041–110025.
BACKGROUND: Serious games are computer or video games that contain elements that are specifically designed for the purpose of education or training. Serious games are increasingly being used within healthcare, but their introduction into and application in psychotherapeutic settings as an e-mental health treatment modality raises questions for both patients and therapists. Current research demonstrates the potential role and effectiveness of serious games within a psychotherapeutic context. However, a limited understanding of patients’ and therapists’ existing knowledge and experience of serious games, as well as of their readiness to utilize and apply them for the treatment of psychological conditions, requires further investigation.
MATERIALS AND METHODS: Acceptance, experience, and requirements for the utilization of serious games in therapeutic contexts were assessed through online surveys with German-speaking patients (n = 260) and psychotherapists (n = 234). Respondents’ answers were analyzed by a combination of descriptive and inferential statistics by using SPSS.
RESULTS: Current knowledge regarding serious games was very limited, with only 10.4% of patients and 11.5% of therapists reporting existing knowledge. However, a general openness toward the concept was observed: 88% of patients and 90% of therapists could envisage a therapeutic use. Patients (rs = 0.169, p = 0.006) who self-rated their level of computer and video game expertise as high were more likely to consider use within psychotherapy, compared with patients who self-rated their expertise as low. Therapists who currently play computer and video games perceive fewer disadvantages of serious game application in a psychotherapeutic context (p = 0.097). Consideration of serious game use was differentiated by the therapeutic approach (p = 0.003), specific mental disorders (highest rated relevant cases: anxiety disorders, affective disorders, disorders regarding impulse control, and adjustment disorders), and patient age (i.e., use with young adults was deemed the most appropriate by 91.8% of therapists).
CONCLUSION: The application of serious games is conceivable for patients and therapists, especially as a complementary element to traditional face-to-face psychotherapy. Acceptance is strongly related to therapeutic context. Only a small number of therapists and patients agree on the possibility of using a serious game instead of face-to-face therapy.
Eichenberg, C., Grabmayer, G. & Green, N. (2016). Acceptance of Serious Games in Psychotherapy: An Inquiry into the Stance of Therapists and Patients. Telemedicine and e-Health, April 5th. doi:10.1089/tmj.2016.0001
Background: The increasing use of the Internet and its array of social networks brings new ways for psychotherapists to find out information about their patients, often referred to as patient-targeted googling (PTG). However, this topic has been subject to little empirical research; there has been hardly any attention given to it in Germany and the rest of Europe and it has not been included in ethical guidelines for psychotherapy despite the complex ethical issues it raises.
Objective: This study explored German psychotherapists’ behavior and experiences related to PTG, investigated how these vary with sociodemographic factors and therapeutic background, and explored the circumstances in which psychotherapists considered PTG to be appropriate or not.
Methods: A total of 207 psychotherapists responded to a newly developed questionnaire that assessed their experience of and views on PTG. The study sample was a nonrepresentative convenience sample recruited online via several German-speaking professional therapy platforms.
Results: Most therapists (84.5%, 174/207) stated that they had not actively considered the topic of PTG. However, 39.6% (82/207) said that they had already looked for patient information online (eg, when they suspected a patient may have been lying) and 39.3% (81/207) knew colleagues or supervisors who had done so. Only 2.4% (5/207) of therapists had come across PTG during their education and training.
Conclusions: It is essential to provide PTG as a part of therapists’ education and training. Furthermore, the complex problems concerning PTG should be introduced into codes of ethics to provide explicit guidance for psychotherapists in practice. This report provides initial suggestions to open up debate on this topic.
Zum vollständigen Online-Artikel im Journal of Medical Internet Research: http://www.jmir.org/2016/1/e3/
Eichenberg, C. & Herzberg, P.Y. (2016). Do Therapists Google Their Patients? A Survey Among Psychotherapists. J Med Internet Res, 18 (1):e3. DOI: 10.2196/jmir.4306.
Das Lehrbuch zur kompakten Einführung in praxisnahe Methoden der Onlineberatung und –therapie ist didaktisch bestens aufbereitet. In der psychosozialen Beratung und Therapie sind digitale Medien auf dem Vormarsch. Diese Einführung in Onlineberatung und –therapie stellt Forschung und Praxis in den drei Feldern klinisch-psychologischer Intervention im Internetsetting (Information, Beratung, Therapie) mit deren Chancen und Grenzen vor.
Weitere Informationen auf der Verlags-Website
Eichenberg, C. & Kühne, S. (2014). Einführung Online-Beratung und –therapie. Grundlagen, Interventionen und Effekte der Internetnutzung. München: UTB.