矛盾的用户需求是设计基于网络的游戏障碍干预的挑战和机遇:青少年和年轻人的定性访谈研究。

IF 2 Q3 HEALTH CARE SCIENCES & SERVICES
Birte Linny Geisler, Kay Uwe Petersen, Sara Hanke, Simon Schurer, Anne Schreiber, Christine Lämmle, Anil Batra, Tobias Renner, Isabel Brandhorst
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引用次数: 0

摘要

背景:在德国,仍然有许多患有游戏障碍(GD)的年轻人不使用或无法获得现有的治疗服务。鉴于互联网使用障碍和性别焦虑日益流行,特别是在德国的年轻人中,有必要提供额外的低门槛治疗选择,这些选择在任何地方都很容易获得。基于网络的干预措施(wbi)可用于实现这一目标。目的:本研究的目的是探讨德国年轻GD患者的治疗需求,并得出开发GD自我引导WBI的意义。方法:采用质性研究设计,对3名年轻成年男性进行焦点小组访谈,对3名青少年男性进行半结构化的个人访谈。数据分析采用定性内容分析。本研究的报告遵循COREQ(报告定性研究的综合标准)指南。结果:参与者对基于web的帮助的总体期望和对GD的自我引导的WBI的期望揭示了各种各样有时相互冲突的用户需求。例如,通过分析参与者成功策略的经验,我们发现外部稳定因素(例如,父母控制和支持小组会议)有助于管理焦虑。然而,关于WBI,参与者将其描述为一个障碍,如果WBI造成了“太大的压力”。另一方面,“压力不够”(即外部控制不够)也被认为是一种障碍。游戏是有回报的,只有同样有回报的活动才是游戏的成功选择,这一信念与改变有问题的游戏行为可能会带来压力和毫无回报的事实相矛盾。数据还显示,一方面,WBI应该设计得有吸引力(例如,通过结合游戏元素),但它不应该太有吸引力,因为这反过来又可能引发GD。结论:自我引导的gdd WBI应该考虑并解决用户相互冲突的需求。面对GD时的矛盾心理不应被视为一个问题,而应被视为变革过程的正常组成部分,因此,应积极地纳入WBI概念和故事情节。试验注册:德国临床试验注册中心DRKS00032334;https://drks.de/search/en/trial/DRKS00032334。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Ambivalent User Needs as a Challenge and Chance for the Design of a Web-Based Intervention for Gaming Disorder: Qualitative Interview Study With Adolescents and Young Adults.

Background: In Germany, there are still many young people with gaming disorder (GD) who do not use or cannot access existing treatment services. Given the increasing prevalence of internet use disorders and GD, especially among young people in Germany, there is a need to provide additional low-threshold treatment options that are easily accessible anywhere. Web-based interventions (WBIs) can be used to achieve this goal.

Objective: The aim of this study was to explore the treatment needs of young people with GD in Germany and derive implications for the development of a self-guided WBI for GD.

Methods: Using a qualitative study design, we conducted a focus group with 3 young male adults and semistructured individual interviews with 3 male adolescents. Data were analyzed using qualitative content analysis. The reporting of this study followed the COREQ (Consolidated Criteria for Reporting Qualitative Research) guidelines.

Results: Participants' expectations of web-based help in general and of a self-guided WBI for GD revealed a wide variety of sometimes conflicting user needs. For example, by analyzing participants' experiences with successful strategies, we found that external stabilizers (eg, parental control and support group meetings) were helpful in managing GD. However, with regard to a WBI, participants described it as a barrier if the WBI created "too much pressure." On the other hand, "not enough pressure" (ie, not enough external control) was also mentioned as a barrier. The belief that gaming is rewarding and that only equally rewarding activities are successful alternatives to gaming is in tension with the fact that changing problematic gaming behavior can be stressful and not feel rewarding at all. The data also showed that, on the one hand, a WBI should be designed to be attractive (eg, by incorporating gaming elements) but that it should not be too attractive as this, in turn, could trigger GD.

Conclusions: A self-guided WBI for GD should consider and address conflicting user needs. Ambivalence of needs in the face of coping with GD should not be seen as a problem but as a normal part of a change process and, therefore, actively integrated into the WBI concept and storyline.

Trial registration: German Clinical Trials Register DRKS00032334; https://drks.de/search/en/trial/DRKS00032334.

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来源期刊
JMIR Formative Research
JMIR Formative Research Medicine-Medicine (miscellaneous)
CiteScore
2.70
自引率
9.10%
发文量
579
审稿时长
12 weeks
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