The Influence of Health Education and Group Therapy on Adolescent Online Gamers' Self-Concepts

IF 0.6 Q4 PSYCHOLOGY, CLINICAL
Boby Nurmagandi, A. Y. Hamid, Ria Utami
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引用次数: 0

Abstract

Introduction: The rapid development of online games is currently marked by the increasing number of adolescent game players. This was particularly true during the COVID-19 pandemic that forced all activities to be done at home. Adolescents who play online games excessively, however, can risk their self-concept. Adolescents’ ability to control the increasing habit of playing online games can help them reduce the risk of self-concept problems by enhancing their adaptive behavior at their crucial psychosocial development stage. Health education and group therapy can be employed to attain this goal. Aims: The authors of this study aim to determine the effectiveness of health education and group therapy regarding the self-concept of adolescents who play online games excessively. Methods: As the research design, this study applied a quasi-experimental pre-posttest with a control group. The research respondents were selected using the stratified, proportional, and simple random sampling techniques. Seventy-six adolescents comprised the respondents of this study, divided into two groups. The respondents’ inclusion criteria were adolescents aged 15–16 years old who had played online games for at least the last 12 months. Results: The self-concept of adolescents in the intervention group has increased after implementing health education and group therapy (p < .05). In contrast to this, the self-concept of adolescents in the control group has not changed after implementing health education and group therapy (p > .05). Conclusions: Health education and group therapy effectively improve the self-concept of adolescent gamers.
健康教育与团体治疗对青少年网络游戏玩家自我概念的影响
网络游戏的快速发展,目前的特点是青少年游戏玩家的数量不断增加。在COVID-19大流行期间尤其如此,迫使所有活动都在家中进行。然而,过度玩网络游戏的青少年可能会危及他们的自我概念。青少年控制日益增长的网络游戏习惯的能力可以帮助他们在关键的心理社会发展阶段通过增强他们的适应行为来减少自我概念问题的风险。健康教育和团体治疗可以达到这一目标。目的:本研究旨在探讨健康教育与团体治疗对过度网络游戏青少年自我概念的影响。方法:作为研究设计,本研究采用准实验前、后测,并设对照组。调查对象采用分层、比例和简单随机抽样的方法进行选择。76名青少年参与了这项研究,他们被分为两组。受访者的纳入标准是15-16岁的青少年,他们至少在过去的12个月里玩过网络游戏。结果:干预组青少年在实施健康教育和团体治疗后,自我概念有所提高(p < 0.05)。对照组青少年在实施健康教育和团体治疗后,自我概念没有变化(p < 0.05)。结论:健康教育和团体治疗能有效改善青少年游戏玩家的自我概念。
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来源期刊
European Journal of Mental Health
European Journal of Mental Health PSYCHOLOGY, CLINICAL-
CiteScore
0.70
自引率
14.30%
发文量
0
期刊介绍: The European Journal of Mental Health, an open-access, peer reviewed, interdisciplinary, professional journal concerned with mental health, personal well-being and its supporting ecosystems that acknowledge the importance of people’s interactions with their environments, established in 2006, is published on 280 pages per volume in English and German by the Semmelweis University Institute of Mental Health. The journal’s professional oversight is provided by the Editor-in-Chief and an international Editorial Board, assisted by an Advisory Board. The semiannual journal, with issues appearing in June and December, is published in Budapest. The journal aims at the dissemination of the latest scientific research on mental health and well-being in Europe. It seeks novel, integrative and comprehensive, applied as well as theoretical articles that are inspiring for professionals and practitioners with different fields of interest: social and natural sciences, humanities and different segments of mental health research and practice. The primary thematic focus of EJMH is the social-ecological antecedents of mental health and foundations of human well-being. Most specifically, the journal welcomes contributions that present high-quality, original research findings on well-being and mental health across the lifespan and in historical perspective.
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