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).

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:
Language: English
Published: Springer Nature, 2022
Publish Date: 2023-05-12


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
Type of Publication: A1 Journal article – refereed
Field of Science: 316 Nursing
3124 Neurology and psychiatry
515 Psychology
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.
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