University of Oulu

Männikkö, N., Mustonen, T., Tanner, N. et al. Effectiveness of a Brief Group Intervention Program for Young Adults with Gaming-Related Problems. Int J Ment Health Addiction 20, 2956–2972 (2022). https://doi.org/10.1007/s11469-021-00559-2

Effectiveness of a brief group intervention program for young adults with gaming-related problems

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Author: Männikkö, Niko1,2; Mustonen, Terhi3; Tanner, Niina3;
Organizations: 1School of Health and Social Care, Oulu University of Applied Sciences, Oulu, Finland
2Research Unit of Nursing Science and Health Management, University of Oulu, P.O. Box 5000, FI-90014, Oulu, Finland
3Sosped Foundation, Helsinki, Finland
4Infrastructure of Population Studies, University of Oulu, Oulu, Finland
5Oulu University Hospital, Oulu, Finland
Format: article
Version: published version
Access: open
Online Access: PDF Full Text (PDF, 0.4 MB)
Persistent link: http://urn.fi/urn:nbn:fi-fe2023051243666
Language: English
Published: Springer Nature, 2022
Publish Date: 2023-05-12
Description:

Abstract

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.

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Series: International journal of mental health and addiction
ISSN: 1557-1874
ISSN-E: 1557-1882
ISSN-L: 1557-1874
Volume: 20
Issue: 5
Pages: 2956 - 2972
DOI: 10.1007/s11469-021-00559-2
OADOI: https://oadoi.org/10.1007/s11469-021-00559-2
Type of Publication: A1 Journal article – refereed
Field of Science: 316 Nursing
3124 Neurology and psychiatry
515 Psychology
Subjects:
Funding: Open access funding provided by University of Oulu including Oulu University Hospital. Limitless Gaming program is supported by the Funding Centre for Social Welfare and Health Organisations in Finland (grant C 2822, 2017). Financial support was received for this study from Juho Vainio Foundation.
Copyright information: © The Author(s) 2021. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.
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