A brief internet-delivered intervention for the reduction of gaming-related harm: A feasibility study

Gaming 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 Inten...

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Autores principales: Jennifer J. Park, Natalia Booth, Kathleen L. Bagot, Simone N. Rodda
Formato: article
Lenguaje:EN
Publicado: Elsevier 2020
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Acceso en línea:https://doaj.org/article/e92f7eb0366f4b679460135e3c6ab2f4
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spelling oai:doaj.org-article:e92f7eb0366f4b679460135e3c6ab2f42021-12-01T05:03:22ZA brief internet-delivered intervention for the reduction of gaming-related harm: A feasibility study2451-958810.1016/j.chbr.2020.100027https://doaj.org/article/e92f7eb0366f4b679460135e3c6ab2f42020-08-01T00:00:00Zhttp://www.sciencedirect.com/science/article/pii/S2451958820300270https://doaj.org/toc/2451-9588Gaming 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.Jennifer J. ParkNatalia BoothKathleen L. BagotSimone N. RoddaElsevierarticleGamingImplementation planningGoal intentionsBrief interventionTreatmentSelf-Determination theoryElectronic computers. Computer scienceQA75.5-76.95PsychologyBF1-990ENComputers in Human Behavior Reports, Vol 2, Iss , Pp 100027- (2020)
institution DOAJ
collection DOAJ
language EN
topic Gaming
Implementation planning
Goal intentions
Brief intervention
Treatment
Self-Determination theory
Electronic computers. Computer science
QA75.5-76.95
Psychology
BF1-990
spellingShingle Gaming
Implementation planning
Goal intentions
Brief intervention
Treatment
Self-Determination theory
Electronic computers. Computer science
QA75.5-76.95
Psychology
BF1-990
Jennifer J. Park
Natalia Booth
Kathleen L. Bagot
Simone N. Rodda
A brief internet-delivered intervention for the reduction of gaming-related harm: A feasibility study
description Gaming 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.
format article
author Jennifer J. Park
Natalia Booth
Kathleen L. Bagot
Simone N. Rodda
author_facet Jennifer J. Park
Natalia Booth
Kathleen L. Bagot
Simone N. Rodda
author_sort Jennifer J. Park
title A brief internet-delivered intervention for the reduction of gaming-related harm: A feasibility study
title_short A brief internet-delivered intervention for the reduction of gaming-related harm: A feasibility study
title_full A brief internet-delivered intervention for the reduction of gaming-related harm: A feasibility study
title_fullStr A brief internet-delivered intervention for the reduction of gaming-related harm: A feasibility study
title_full_unstemmed A brief internet-delivered intervention for the reduction of gaming-related harm: A feasibility study
title_sort brief internet-delivered intervention for the reduction of gaming-related harm: a feasibility study
publisher Elsevier
publishDate 2020
url https://doaj.org/article/e92f7eb0366f4b679460135e3c6ab2f4
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