aming Disorder is a recognised mental health condition with a very narrow range of treatment options. This pre-post study recruited 50 adult gamers from New Zealand to test the feasibility of a brief internet-delivered intervention. The intervention components were derived from Implementation Intention principles whereby the gap between intention and behaviour was targeted. The intervention delivery was in accordance with Self-Determination Theory to facilitate autonomy (personalised goals and action plans), competence (facilitated coping plans, self-monitoring, and relapse prevention) and relatedness (access to a goal coach providing written feedback and support to implement plans). Follow-up evaluation at 3-months indicated the intervention was feasible as it demonstrated rapid recruitment, program engagement (86% used the program), and high satisfaction (easy to understand and convenient). Plans most frequently focused on behavioural substitution and lifestyle change, and the most frequent barrier to change was time management followed by social pressure. Completers (n = 35) reported a significant increase in well-being and reduction in severity, intensity, and time spent gaming, which reduced from an average of 29 to 11 hours per week. Delivery of a brief internet-delivered intervention shows promise and could be used to treat people experiencing problems who are unable or unwilling to access face-to-face treatment.
Highlights
Jennifer J. Park, Natalia Booth, Kathleen L. Bagot, Simone N. Rodda
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Although many youth may not be harmed by heavy SMU, distressed youth may be particularly vulnerable. The aim of this study was to experimentally examine the effects of reducing SMU on smartphones on symptoms of depression, anxiety, fear of missing out (FoMO), and sleep in youth with emotional distress. Compared to the control group, the intervention group showed significantly greater reductions in symptoms of depression, anxiety, and FoMO, and greater increases in sleep.
Read MoreThe aim of this study was to identify problematic gaming behavior among Finnish adolescents and young adults, and evaluate its connection to a variety of psychological, social, and physical health symptoms. This research emphasized that problematic gaming behavior had a strong negative correlation to a variety of subjective health outcomes.
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