Effectiveness of Structured Intervention Module on Video Game Addiction among Adolescents in Nepal

Moushami Giree, Dorwin Das
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Abstract

Introduction: Online gaming addiction has been associated with several detrimental effects in teenagers, such as worsening mental health, elevated levels of psychoticism, anxiety, and depression, strained family relationships, reduced quality of life, an increase in social anxiety, subpar academic performance, and enhanced sleep deprivation. Objective: This study aimed to assess the effectiveness of a structured intervention module on video game addiction among adolescents. Methods: A true experimental investigation was conducted among 348 adolescents from the control and 348 adolescents from the experimental group. The questionnaire was developed using the Gaming Addiction Scale. Data were coded, entered, and analysed using the Software Statistical Package for Social Sciences (SPSS) version 21. Data was analyzed using descriptive and inferential statistics (t-test). Results: The mean age of the participants in the control group and experimental group were 17.3, and 18.3 respectively. The majority of the participants were male in both the control and experimental groups (52.6% and 55.7%). About 39.7% of adolescents from the control group and 29.6% of the adolescents from the intervention group were studying in twelve standards. The majority of the participants in both the control and experimental groups started playing video games at the age of 7 to 8 years. The most popular mode of video game play among the participants in the control (61.5%) and experimental groups (60.3%), was online. Multi-player was highly preferred by study participants in both the control group (71.6%) and the experimental group (74.1%). After receiving interventions, video game addiction reduced significantly among the experimental group, from 42% to 25% during the post-test. However, the status of video game addiction remained constant among the control group at 46.3%. During post-tests, the study found that there was a significant difference in the mean scores between the control group (3.7±0.6) and the experimental group (1.9±0.7). The difference was found to be statistically significant (p<0.0001). Conclusion: The study showed that the structured intervention module was effective in reducing gaming addiction among adolescents in the experimental group. This study highlights that intervention modules can help reduce gaming addiction levels among adolescents.
结构化干预模块对尼泊尔青少年沉迷电子游戏的影响
导言网络游戏成瘾对青少年有多种不利影响,如心理健康恶化,精神错乱、焦虑和抑郁水平升高,家庭关系紧张,生活质量下降,社交焦虑增加,学习成绩不佳,睡眠不足加剧等。研究目的本研究旨在评估针对青少年电子游戏成瘾的结构化干预模块的有效性。研究方法在 348 名对照组和 348 名实验组青少年中开展了一项真实的实验调查。问卷采用游戏成瘾量表编制。使用社会科学统计软件包(SPSS)第 21 版对数据进行编码、输入和分析。数据分析采用描述性统计和推论性统计(t 检验)。结果对照组和实验组参与者的平均年龄分别为 17.3 岁和 18.3 岁。对照组和实验组的大多数参与者为男性(52.6% 和 55.7%)。对照组和干预组分别约有 39.7% 和 29.6% 的青少年在读 12 年级。对照组和实验组的大多数参与者都是从 7 至 8 岁开始玩电子游戏的。在对照组(61.5%)和实验组(60.3%)的参与者中,最流行的电子游戏方式是在线游戏。对照组(71.6%)和实验组(74.1%)的参与者都非常喜欢多人游戏。接受干预后,实验组的电子游戏成瘾率明显降低,从 42% 降至测试后的 25%。然而,对照组的电子游戏成瘾率保持不变,仍为 46.3%。研究发现,在后测期间,对照组(3.7±0.6)分和实验组(1.9±0.7)分的平均分有显著差异。差异具有统计学意义(P<0.0001)。结论研究表明,结构化干预模块能有效降低实验组青少年的游戏成瘾程度。本研究强调,干预模块有助于降低青少年的游戏成瘾水平。
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