| Literature DB >> 33957877 |
Jennifer J Park1, Laura Wilkinson-Meyers1, Daniel L King2, Simone N Rodda3.
Abstract
BACKGROUND: Problem gaming is reported by approximately 1-3% of the population and is associated with decreased health and wellbeing. Research on optimal health responses to problem gaming remains limited. This study aimed to identify and describe the key components of a person-centred approach to interventions for problem gaming for individuals who voluntary seek assistance.Entities:
Keywords: Gaming disorder; Internet gaming; Intervention; Screening; Treatment
Year: 2021 PMID: 33957877 PMCID: PMC8101229 DOI: 10.1186/s12889-021-10749-1
Source DB: PubMed Journal: BMC Public Health ISSN: 1471-2458 Impact factor: 3.295
Participant characteristics at baseline
| ID | Age range | Sex | Employment | GAS criteria | Frequency gaming p/w | Hours gaming p/w | Psychological Distress (K6) |
|---|---|---|---|---|---|---|---|
| 1 | 20–24 | Female | Student (not employed) | Unmet | 17 | 6 | 24 |
| 2 | 20–24 | Male | Unemployed, not looking for work | Problem gaming | 11 | 21 | 12 |
| 3 | 25–29 | Male | Employed part time | Problem gaming | 18 | 70 | 21 |
| 4 | 20–24 | Male | Student (not employed) | Problem gaming | 9 | 74 | 22 |
| 5 | 20–24 | Male | Student (not employed) | Gaming Disorder | 11 | 40 | 15 |
| 6 | 35–39 | Male | Other (not stated) | Gaming Disorder | 7 | 74 | 7 |
| 7 | 20–24 | Male | Student (not employed) | Problem gaming | 5 | 10 | 19 |
| 8 | 20–24 | Male | Employed part time | Gaming Disorder | 7 | 47 | 19 |
| 9 | 20–24 | Male | Unemployed, looking for part time work | Problem gaming | 10 | 34 | 18 |
| 10 | 20–24 | Male | Employed part time | Gaming Disorder | 10 | 18 | 18 |
| 11 | 20–24 | Male | Employed full time | Problem gaming | 18 | 28 | 21 |
| 12 | 20–24 | Male | Student (not employed) | Problem gaming | 4 | 4 | 17 |
| 13 | 20–24 | Male | Unemployed, not looking for work | Problem gaming | 9 | 17 | 14 |
| 14 | 20–24 | Female | Employed part time | Unmet | 3 | 5 | 10 |
| 15 | 20–24 | Male | Employed part time | Unmet | 7 | 14 | 13 |
| 16 | 25–29 | Male | Student (not employed) | Problem gaming | 7 | 13 | 21 |
| 17 | 20–24 | Male | Unemployed, looking for part time work | Gaming Disorder | 16 | 58 | 14 |
| 18 | 20–24 | Male | Employed full time | Problem gaming | 11 | 25 | 17 |
| 19 | 20–24 | Male | Employed part time | Unmet | 2 | 10 | 11 |
| 20 | 30–34 | Male | Employed full time | Problem gaming | 7 | 10 | 23 |
GAS Game Addiction Scale, K6 Kessler-6
Fig. 1Conceptual framework of access to health care based on Levesque et al. [58]
Mapping participant experiences against the five constructs
| Construct | Participant experiences | Indicative quotes |
|---|---|---|
| Ability to perceive a need for support | • Perceived harm included wasted time, energy, ability to focus on more meaningful achievement, entrenched lifestyle, ignoring personal hygiene or disrupted sleep. • Decisional balance involved the benefits of gaming (positive hobby, social connection, skill building, enjoyable, relaxing) versus negatives (health, work, social). Cons of gaming start to outweigh the benefits. • The reasons for excessive gaming included loneliness, isolation, boredom, lack of excitement, feelings of safety, respect (player), sense of achievement, relaxation, distraction, altering mood such as to feel good, fill a void, manage stress. • Other mental health (depression or anxiety) or substance use disorders (alcohol, cannabis) were perceived as more acute and associated with immediate harm. • Understand the potential seriousness of addiction in terms of the risk for harm. This includes understanding the nature of addiction and how it relates to gaming. • Understand the prevalence, biological and psychological characteristics, harm and risk factors associated with problematic gaming. | • • • • • • • • |
| Ability to seek support | • Limited knowledge of where to seek help. Limited knowledge of how treatment works. • A perception that services already have too much need and that gaming is not as important or harmful as other issues. Associated view that in-person services are unable or unwilling to make time for gaming issues. • Locating gaming treatment with perceived more serious issues discourages help-seeking. • Services do not convey a knowledge of gaming culture or specific approaches to treatment. • Friends, partners, and family provided encouragement to game less, but limited encouragement, support or motivation to seek help or engage in behaviour change. • A feeling of shame or embarrassment that help is needed and that the issue is beyond self-management. • Help seeking is not typical amongst gamers and the gaming culture does not support leaving gaming networks. • Perception that treatment may not be age or sex appropriate. This includes the way information is currently provided (needs to be brief and targeted) as well as the type of information conveyed (e.g., relevant to young adults). • Recognise that females have gaming problems too and likely experience additional stigma. • A desire to choose personal gaming reduction goals (stay the same, reduce, abstain) and to determine the speed of change. • A preference to avoid treatment that does not respect individual choice. Interest in self-management and a do-it-yourself approach. • Preference to be treated as an adult and be able to make own decisions. | • • • • • • • • • |
| Ability to reach for support | • Few service options mean travelling distances to receive help. Ideally it is available within own town or region. • Willing to travel around 30 min to receive treatment. Must have access with public transport. • Willing to wait for an appointment because it is not generally acute or life threatening. Acceptable wait times ranged from a few days to a few months. • Co-location with addiction services or problem gambling. Could be co-located with a university counselling service. • Access to advice and screening from primary care providers. Facilitate opportunistic interventions. • Available weekends and in the evenings. • If online there was a preference that the person had some local context. • Multiple modalities including in-person and online. Need for flexible, convenient and discrete access as required. Online or face-to-face individual or group treatment. • Smartphone access for tracking behaviour and getting help as needed, and a website for screening and information. | • • • • • • • |
| Ability to pay for support | • Expectation that there would be a cost to attend in-person treatment. The recommended tiered approach based on income. For students the reasonable amount per session was around $20 and for those who were employed around $100. • Expectation that there could be private and public options and that health insurance would cover the fees. • Expected value for money. Willing to pay more for better and more effective treatment. Likely only want to pay if there were serious harm or impact. • Difficulty getting time to attend appointments due to inflexible work or study. • Transition away from family home to university or community living put pressure on finances. Money was spent on gaming which decreased the ability to spend money on treatment. | • • • • |
| Ability to engage with support | • Confidential, private and capacity for anonymity. Culturally appropriate. • Pre-treatment screening so as to not waste time. • Multiple modalities (face-to-face, group, online) and blended treatment (different types of service options such as peer and one-to-one). Single session or ongoing treatment. • Peer support forums moderated by a professional. • Able to be tailored to need (varying intensity from screening and drop-in to residential care). • Resources include online and written materials. • Skills development for relationships and social situations, emotional intelligence, time and stress management and sleep hygiene. • Treat underlying comorbidities such as impulsivity, substance use (alcohol, cannabis), depression and anxiety. • Enhance self-efficacy and belief in capacity to change. Support increased accountability, commitment, goal setting, urge management and self-monitoring. • Professional but not formal with demonstrated unconditional positive regard. Facilitate empathic and approachable partnerships. • The provider should understand gaming culture and technology and be an expert in treatment of gaming. • Participants should be satisfied with the quality of service and experience the treatment as effective. | • • • • • • • |
Fig. 2Key components of a person-centred approach to early intervention, and treatment of gaming problems