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Effectiveness of a Brief Group Intervention Program for Young Adults with Gaming-Related Problems
International Journal of Mental Health and Addiction ( IF 3.2 ) Pub Date : 2021-06-14 , DOI: 10.1007/s11469-021-00559-2
Niko Männikkö , Terhi Mustonen , Niina Tanner , Hannu Vähänikkilä , Maria Kääriäinen

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.



中文翻译:

针对有游戏相关问题的年轻人的简短团体干预计划的有效性

过度的数字游戏会对游戏玩家的健康和日常运作产生不利影响。本研究的目的是调查新型团体干预“无限游戏训练营”对 (i) 游戏障碍 (GD) 倾向、(ii) 休闲活动所花费的时间以及 (iii) 主观幸福感的影响。在芬兰年轻人中,并确定干预的影响随着时间的推移持续存在。使用了没有对照组的一组测试前和测试后设计。三十七名参与者参加了这项研究。纳入标准为 18 至 29 岁;自我报告过度游戏;愿意在监控自己的游戏行为方面获得支持;和流利的芬兰语。参与者完成了 10 次小组干预,旨在提高有意识的游戏行为和幸福感。进行基线、测试后和六个月的随访测量以收集数据。测量的变量包括背景变量、游戏障碍倾向(有问题的在线游戏问卷,POGQ)、自我报告的在各种休闲活动上花费的时间和主观幸福感(常规评估结果测量中临床结果的简写形式,CORE-SF/一种)。从干预前到干预后测量以及进一步到 6 个月的随访,游戏花费的时间减少,并且参与者在干预后阶段和干预后 6 个月表现出较轻的 GD 症状。还观察到主观幸福感的逐渐改善。

更新日期:2021-06-15
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