个案报告

基于I-PACE模型的认知行为疗法对大学生网络游戏成瘾的干预:一例个案报告

  • 谈论语 ,
  • 蔡远 ,
  • 王建平
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  • 1浙江大学心理健康教育与咨询中心,杭州 310058;
    2北京师范大学心理学部,北京 100091;
    3南京审计大学心理健康教育教学部,南京 211815
谈论语,北京师范大学应用心理专业硕士(临床与咨询方向),浙江大学心理健康教育与咨询中心专职咨询师,中国心理学会注册心理师(X-22-074),中级社会工作师,班戈大学正念认知疗法(MBCT)完训师资。研究兴趣包括认知行为疗法(CBTs)干预、大学生心理健康教育以及心理咨询伦理等领域。

网络出版日期: 2026-03-31

基金资助

浙江大学第十一期学生思想政治教育与管理研究课题(2023ZDSZYB30)

A Case Report on Cognitive Behavioral Therapy Interventions for Internet Gaming Addiction in Chinese Undergraduates Based on the I-PACE Model

  • TAN Lunyu ,
  • CAI Yuan ,
  • WANG Jianping
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  • 1Mental Health Education and Counseling Center, Zhejiang University, Hangzhou 310058, China;
    2School of Psychology, Beijing Normal University, Beijing 100091, China;
    3Department of Mental Health Education and Teaching, Nanjing Audit University, Nanjing 211815, China

Online published: 2026-03-31

摘要

网络游戏成瘾(internet gaming addiction,IGA)是一种非物质成瘾的行为模式,表现为过度、失控地使用网络游戏。认知行为疗法对网络成瘾的干预效果较好,是其首选的干预方式之一。文章采用网络成瘾的认知行为疗法(cognitive behavioral therapy for internet addiction,CBT-IA)结合个体-情感-认知-执行(interaction of person-affect-cognition-execution,I-PACE)模型,对一名有网络游戏成瘾症状的大学生进行干预。干预过程分为4个阶段,包括准备阶段(第1~4次)、行为矫正阶段(第5~6次)、认知重评阶段(第7~10次)和伤害预防阶段(第11次)。干预结果显示:来访者网络游戏使用时间从每周45 h降至30 h;中国网络成瘾量表修订版(Chinese Internet Addiction Scale-Revised,CIAS-R)得分下降19分,抑郁焦虑症状显著缓解;说明干预取得了良好效果。该研究对具有IGA症状的中国大学生实施CBT-IA干预并进行疗效评估,在个案水平验证了I-PACE模型的有效性。

本文引用格式

谈论语 , 蔡远 , 王建平 . 基于I-PACE模型的认知行为疗法对大学生网络游戏成瘾的干预:一例个案报告[J]. 心理学通讯, 2025 , 8(4) : 337 -346 . DOI: 10.12100/j.issn.2096-5494.225046

Abstract

As one kind of nonsubstance addiction, internet gaming addiction (IGA) is characterized as a behavioral pattern of using internet game excessively and uncontrollably, which could result in pathological consequence. Previous researches recommended Cognitive Behavioral Therapy as the prime treatment due to its efficacy. This article revealed the clinical intervention process combining the cognitive behavioral therapy for internet addiction (CBT-IA) and the I-PACE model to an IGA client. The intervention consists four phases as Preparation Phase (session 1-4), Behavior Modification Phase (session 5-6), Cognitive Restructuring Phase (session 7-10) and Harm Reduction Phase (session 11). The results showed that the client's weekly gaming time decreased from 45 hours to 30 hours, with a 23.5% reduction in the CIAS-R scale score, and significant alleviation of depressive and anxiety symptoms. Data indicated the intervention gained good outcomes. This study aims to make therapeutic evaluation of CBT-IA for Chinese undergraduate who are addicted to Internet game and verify the effectiveness of the I-PACE model from a case perspective.

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