| Literature DB >> 35313935 |
Amir H Pakpour1,2, Sara Fazeli3, Isa Mohammadi Zeidi4, Zainab Alimoradi4, Mattias Georgsson5, Anders Brostrom5,6, Marc N Potenza7,8,9.
Abstract
BACKGROUND: The use of video games, a hobby for many teenagers in their leisure time, has brought with it a new potential for concerns. Internet gaming disorder (IGD) is a mental condition classified as a disorder due to addictive behaviors. It may include use of video games, both online and offline. Consequences of IGD may include introversion, social anxiety, mood swings, loneliness, sleep problems, behavioral problems, depression, low self-esteem, and increased violence. In order to design an app-based intervention for adolescents, a transtheoretical model (TTM) has been used. This widely used model in the field of behavioral change is also practical for health education programs. In addition, cognitive-behavioral therapy (CBT) has been used to make people more aware of their behaviors, feelings and thoughts and how to achieve behavioral change. The present study seeks to determine the effectiveness of this app-based intervention in in the treatment of IGD among adolescents.Entities:
Keywords: Addictive behaviors; Adolescents; Application; Cognitive-behavioral therapy; Internet addiction disorder; Internet gaming disorder; Randomized controlled trial; Transtheoretical model; Video games
Mesh:
Year: 2022 PMID: 35313935 PMCID: PMC8935262 DOI: 10.1186/s13063-022-06131-0
Source DB: PubMed Journal: Trials ISSN: 1745-6215 Impact factor: 2.279
Fig 1CONSORT flow diagram
Intervention content for the intervention group, based on cognitive behavioral therapy (CBT)
| Session | Content |
|---|---|
| First | Introduction of the program, definition of IGD, types of video games, comparison of the prevalence of the disease in Iran and the world, consequences of online games, review of diagnostic criteria for online gaming disorder |
| Second | Learning to communicate with others, listening skills, bad communication characteristics, secrets of effective communication, teaching mindfulness, friendship and kindness, motivational video, homework presentation |
| Third | Identifying negative thoughts, replacing realistic thoughts, the impact of thoughts on emotions, learning coping skills with negative thoughts, video lectures, homework presentation |
| Fourth | Relationship between stress and IGD, definition of stress, types and symptoms of stress, identifying stressors, positive and negative strategies for coping with stress, video lectures related to the session and learning to breathe properly, audio story, homework presentation |
| Fifth | Relaxation training, mindfulness training, body scan and breathing along with audio files |
| Sixth | Review of past sessions, familiarity with the importance of problem solving, teaching problem solving techniques, motivational videos |
| Seventh | Review of past sessions, prevention of relapse, training to adopt a healthy lifestyle, providing solutions to prevent relapse of IGD, video lectures related to the session, homework presentation |
| Eighth | Summarize the content along with an overview of all past sessions |
Defined behavior change techniques (BCTs) with links to objectives for the intervention group
| BCT number | Name | Description |
|---|---|---|
| 1.2 | Problem solving/coping planning | In the content of the sixth session, it will be discussed that adolescents should make a list of problems that may occur during the day and even imagine the problems they are currently facing. They will be then instructed to choose the problem that is most important to them and define it clearly for themselves (for example: excessive use of online games). They will be then instructed to think about the consequences that playing online games has had on their health, or has changed their behavior with those around them, or has led them to stay up late at night. They will be then instructed to make a list of these and look for solutions to reduce time spent gaming, listing what comes to mind, how they can control their gaming time, and then finding solutions that they find desirable and easy to implement. |
| 1.4 | Action planning | In the sixth session, the importance of management of time spent playing online games will be discussed. Adolescents will receive instruction regarding how to manage their intention to keep their gaming time low, with a focus on making decisions about durations, locations and plans for reductions in gaming. The adolescents will be encouraged to decide how they will do this. |
| 2.3 | Self-monitoring of behavior | In the app progress chart section, from the first to the eighth week, adolescents will be asked to complete a 9-question Internet Game Disorder Questionnaire on weekly basis. The total score of the questionnaire will be presented in a graph. They will be able to see their progress on a weekly basis based on the answers provided and points they receive. |
| 4.1 | Instruction on how to perform a behavior | In all sessions, training regarding communication skills (the second week), identifying negative thoughts, effects of thoughts on emotions, learning alternative behaviors (the third week), stress management (the fourth week), and training in coping skills (the seventh week) will be used. For example, in the fifth week, relaxation techniques constitute one of the trainings used for participants to reduce stress and improve self-efficacy to overcome excessive use of online games. |
| 5.1 | Information about consequences | In the first week, a session will describe consequences of IGD on physical and mental health, resulting behavioral problems and financial costs that these games may create for adolescents. |
| 5.4 | Monitoring of emotional consequences | In the third week, participants will be informed about their situation by challenging their negative thoughts with a series of questions. Logical and useful alternative perspectives that they may adopt will be provided. Participants will be asked to write down events that they experience during the week according to the approach they have learned in the exercises section. |
| 8.1 | Behavioral practice/rehearsal | At the end of each session, adolescents will be asked to do their homework by referring to the exercises related to each session to stabilize their behavior to perform a new activity and observe a change in their behavior in the long term. |
| 9.1 | Credible source | Depending on the topic of each session, we will use the best and most expressive videos and music that emphasize the promotion of that behavior. In week 2, we will use the motivational video “Say Thank You.” In the fourth week, we will use a clip entitled, “The impact of stress on the body.” |
| 9.2 | Pros and cons | Outline the potential risks of problematic gaming (e.g.. neuroticism, aggression and hostility, sensation seeking, and attention deficit hyperactivity disorder). The adolescents will be asked to list the potential risks of problematic gaming and the potential benefits of non-problematic gaming (e.g., healthy brain stimulation) |
Intervention content for the active control group
| Sessions | Content |
|---|---|
| First session | Introducing the program and aims of the training sessions, familiarity with the sleep process, scientific definition of sleep and sleep hygiene, studying the mechanisms of sleep and wakefulness, the effects of sleep on body organs and quality of life |
| Second session | A review of the contents of the previous session, the effect of sleep on the body, familiarity with the body's biological clock, the relationship between sleep cycle and wakefulness with age and normal sleep time during the day |
| Third session | Review of the contents of the previous session, review of sleep stages and NREM and REM cycles and review of changes in this cycle on body organs |
| Fourth session | A review of the contents of the previous session, review of sleep disorders, statistics on the prevalence of sleep disorders, definition of insomnia and characteristics of people with these disorders |
| Fifth session | Review of the contents of the previous session, review of sleep-disturbing factors such as identifying and modifying environmental factors affecting sleep patterns (e.g. sound, bed quality, temperature, etc.) |
| Sixth session | A review of the previous session, review of other factors that disrupt sleep, the relationship between nutrition and modification of eating habits with the benefit of adequate sleep, familiarity with the effect of exercise on experiencing good sleep |
| Seventh session | Review of the previous session, identifying and considering pre-sleep habits, the impact of technology on sleep, mentations and solutions to improve sleep |
| Eighth session | A summary and review of the sessions |
Fig. 2SPIRIT figure: schedule of enrollment, interventions, and assessments