Using a digital game for training desirable behavior in cogrnitive-behavioral therapy for burnout syndrome: a controlled study

Open Access
Authors
  • T. Zielhorst
  • D. van den Brule
  • V. Visch
  • M. Melles
Publication date 2015
Journal Cyberpsychology, Behavior, and Social Networking
Volume | Issue number 18 | 2
Pages (from-to) 101-111
Organisations
  • Faculty of Social and Behavioural Sciences (FMG) - Psychology Research Institute (PsyRes)
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.
Document type Article
Language English
Published at https://doi.org/10.1089/cyber.2013.0690
Downloads
435781 (Final published version)
Permalink to this page
Back