The effects of an early intervention on adults’ gaming-related problems : a pilot study
Männikkö, Niko; Ojala, Paula; Hylkilä, Krista; Kääriäinen, Maria; Vähänikkilä, Hannu; Mustonen, Terhi (2022-03-30)
Niko Männikkö, Paula Ojala, Krista Hylkilä, Maria Kääriäinen, Hannu Vähänikkilä & Terhi Mustonen (2022) The effects of an early intervention on adults’ gaming-related problems – a pilot study, Journal of Addictive Diseases, 40:4, 501-513, DOI: 10.1080/10550887.2022.2030640
© 2023 Informa UK Limited. This is an Accepted Manuscript version of the following article, accepted for publication in Journal of Addictive Diseases. Niko Männikkö, Paula Ojala, Krista Hylkilä, Maria Kääriäinen, Hannu Vähänikkilä & Terhi Mustonen (2022) The effects of an early intervention on adults’ gaming-related problems – a pilot study, Journal of Addictive Diseases, 40:4, 501-513, DOI: 10.1080/10550887.2022.2030640. It is deposited under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives License (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is properly cited, and is not altered, transformed, or built upon in any way.
https://creativecommons.org/licenses/by-nc-nd/4.0/
https://urn.fi/URN:NBN:fi-fe20231012139949
Tiivistelmä
Abstract
Gaming Disorder (GD) has been recognized as an official psychiatric condition characterized by individuals’ impaired control over gaming, continuous gaming despite the occurrence of negative side-effects, and gaming taking increasing priority over other important areas of life, thus leading to significant impairments in their everyday lives. To date few prevention and treatment programs have been developed. The present pilot study aimed to investigate the effects of an early psycho-educational intervention for young adults with excessive gaming behaviors. A one-group pre- and post-test design without a control group was used. A total of 22 young adults (20 males and 2 females) aged between 18 and 28 (M = 23.05, SD = 3.02) years old, engaged with the intervention. The severity of gaming-related problems, average gaming time per day, quality of life, and mental well-being were assessed at pretest and post-test stages. Participants demonstrated a slight reduction in gaming time (d = 0.13, p = .545 for weekdays, and d = 0.08, p = .714 for weekend days) and in the severity of problematic gaming (d = 0.17, p = .411) over the three-month intervention period. Changes in neither gaming-related measures nor self-assessed quality of life (p > .01) and mental well-being (d = 0.23, p = .288) reached statistical significance, however. Regardless of limitations on sample size, this study shows encouraging signs that this brief 10-session and three-month educational intervention can achieve positive effects on gaming behavior. A larger scale investigation is needed to develop the intervention further.
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