Effectiveness of a Brief Group Intervention Program for Young Adults with Gaming-Related Problems

التفاصيل البيبلوغرافية
العنوان: Effectiveness of a Brief Group Intervention Program for Young Adults with Gaming-Related Problems
المؤلفون: Niina Tanner, Terhi Mustonen, Hannu Vähänikkilä, Niko Männikkö, Maria Kääriäinen
المصدر: International Journal of Mental Health and Addiction. 20:2956-2972
بيانات النشر: Springer Science and Business Media LLC, 2021.
سنة النشر: 2021
مصطلحات موضوعية: medicine.medical_specialty, Rehabilitation, medicine.medical_treatment, Public health, 030508 substance abuse, 030227 psychiatry, 03 medical and health sciences, Psychiatry and Mental health, Fluency, Health psychology, 0302 clinical medicine, Intervention (counseling), medicine, Young adult, Group intervention, 0305 other medical science, Psychology, Inclusion (education), Clinical psychology
الوصف: Excessive digital gaming can have unfavorable effects on gamers’ well-being and everyday functioning. The aims of this study were to investigate the effects of a novel group intervention “Limitless Gaming Bootcamp” on (i) gaming disorder (GD) tendencies, (ii) the amount of time spent on leisure activities, and (iii) subjective well-being among Finnish young adults, and to determine the persistence of the intervention’s influence over time. A one-group pre- and post-test design with no control group was used. Thirty-seven participants were enrolled in the study. The inclusion criteria were being between the ages of 18 and 29; self-reported excessive gaming; a willingness to get support in monitoring one’s gaming behaviour; and a fluency in Finnish. Participants completed a 10-session group intervention designed to enhance conscious gaming behavior and well-being. Baseline, post-test, and six month follow-up measurements were conducted to gather data. Variables measured included background variables, gaming disorder tendencies (Problematic Online Gaming Questionnaire, POGQ), self-reported time spent on various leisure activities, and subjective well-being (Short Form of the Clinical Outcomes in Routine Evaluation Outcome Measure, CORE-SF/A). The time spent on gaming decreased from pre- to post-intervention measurement and further to the six month follow-up, and participants exhibited less severe GD symptoms during the post-intervention phase and six months after the intervention. Gradual improvements in subjective well-being were also observed. The group intervention was found to be particularly effective at reducing the severity of GD symptoms.
تدمد: 1557-1882
1557-1874
الوصول الحر: https://explore.openaire.eu/search/publication?articleId=doi_________::230f445975df75a12aa7ce2daf45989bTest
https://doi.org/10.1007/s11469-021-00559-2Test
حقوق: OPEN
رقم الانضمام: edsair.doi...........230f445975df75a12aa7ce2daf45989b
قاعدة البيانات: OpenAIRE