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Development and Validation of a Parent-Based Program for Preventing Gaming Disorder: The Game Over Intervention

机译:预防游戏异常的基于父母的程序的开发和验证:干预游戏

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摘要

Since the inclusion of gaming disorder in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) as a condition for further study, there has been an increasing consensus that problematic gaming can be detrimental to mental health, yet efforts in preventing such problems from emerging have been limited. To address this gap, we developed the Game Over Intervention (GOI), a parent-based program designed based on the frameworks of ecological systems theory and self-determination theory. This study aimed to test the efficacy of the new program using the method of a randomized controlled trial, with the control condition being a program for effective learning. Participants were the parents of upper primary school students, with 163 (77% women; Mage = 42.70) and 199 (83% women; Mage = 41.82) partaking in the intervention and the control conditions, respectively. Participants rated their children’s gaming time, exposure to violent video games, and symptoms of gaming disorder at three time points: baseline, one week after intervention, and three months after intervention. The results indicate a general reduction in these three criteria across the three-month period. Our study provides tentative evidence demonstrating the effectiveness of the GOI in mitigating some gaming-related problems.
机译:自从将游戏障碍纳入精神疾病诊断和统计手册(DSM-5)的第五版作为进一步研究的条件以来,越来越多的共识是,有问题的游戏可能对心理健康有害,防止出现此类问题的能力有限。为了解决这一差距,我们开发了基于干预程序的游戏(GOI),该程序是基于生态系统理论和自决理论框架设计的基于父项的程序。这项研究旨在使用随机对照试验的方法来测试新程序的有效性,其中控制条件是有效学习的程序。参加者为高中学生的父母,分别参加干预和控制条件,分别为163名(77%,女性;法师= 42.70)和199名(83%;女性; Mage = 41.82)。参与者在三个时间点对孩子的游戏时间,暴力视频游戏的暴露程度以及游戏障碍的症状进行了评估:基线,干预后1周和干预后3个月。结果表明,在三个月的时间内,这三个标准的总体下降。我们的研究提供了初步证据,证明了GOI在缓解某些游戏相关问题方面的有效性。

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