Gaming Disorder (GD) has been recognized as an official psychiatric condition characterized by individuals' impaired control over gaming, continuous gaming despite the occurrence of negative side-effects, and gaming taking increasing priority over other important areas of life, thus leading to significant impairments in their everyday lives. To date few prevention and treatment programs have been developed. The present pilot study aimed to investigate the effects of an early psycho-educational intervention for young adults with excessive gaming behaviors. A one-group pre- and post-test design without a control group was used. A total of 22 young adults (20 males and 2 females) aged between 18 and 28 ( = 23.05, = 3.02) years old, engaged with the intervention. The severity of gaming-related problems, average gaming time per day, quality of life, and mental well-being were assessed at pretest and post-test stages. Participants demonstrated a slight reduction in gaming time ( = 0.13, p = .545 for weekdays, and = 0.08, p = .714 for weekend days) and in the severity of problematic gaming ( = 0.17, p = .411) over the three-month intervention period. Changes in neither gaming-related measures nor self-assessed quality of life ( > .01) and mental well-being ( = 0.23, p = .288) reached statistical significance, however. Regardless of limitations on sample size, this study shows encouraging signs that this brief 10-session and three-month educational intervention can achieve positive effects on gaming behavior. A larger scale investigation is needed to develop the intervention further.
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http://dx.doi.org/10.1080/10550887.2022.2030640 | DOI Listing |
Int J Dev Neurosci
February 2025
Department of Computer Science and Engineering, Vels Institute of Science & Technology & Advanced Studies, Chennai, Tamilnadu, India.
Nowadays, virtual reality (VR) has emerged as a successful new therapeutic strategy in a variety of sectors of the health profession, including rehabilitation, the promotion of inpatients' emotional wellness, diagnostics, surgeon training and mental health therapy. This study develops a new model VRAPMG for children with ASD with the following steps that consider 3D gaming. In this work, the face image is considered to evaluate the attention of the children.
View Article and Find Full Text PDFAnn Neurosci
January 2025
Department of Applied Psychology, GITAM School of Humanities and Social Sciences, Visakhapatnam, Andhra Pradesh, India.
Background: University students confront a wide range of issues during their pursuit of education. Understanding these issues is essential for developing effective treatments and support systems.
Purpose: This study aims to delineate the landscape of scholarly literature pertaining to psychosocial, academic, and psychological issues among university students.
Gates Open Res
January 2025
Barbados Family Planning Association, Bridgetown, Saint Michaels, Barbados.
Effective contraceptive education is essential to reducing unwanted pregnancy, increasing uptake of modern contraceptive methods, and thoughtfully planning desired births. New World Health Organization (WHO) and family planning organization guidelines recommend situating contraceptive education and counseling within a broader context of self-care that emphasizes individual agency and reproductive empowerment. Digital health interventions, and games for health specifically, have been validated as effective and scalable tools for self-guided and interactive health education, especially among younger tech-savvy individuals.
View Article and Find Full Text PDFBMC Public Health
January 2025
Research Center for Health Sciences, Institute of Health, Department of Gerontology, School of Health, Shiraz University of Medical Sciences, Shiraz, Iran.
Background: The promotion of a healthy lifestyle among preschool children is essential for establishing their future habits. Evidence indicates that the incorporation of philosophical thinking-encompassing critical, creative, and compassionate thought-can significantly contribute to children's cognitive and moral growth, thereby positively affecting their health-related decisions. This research evaluated the effects of imparting healthy lifestyle practices through philosophical thinking to preschool children.
View Article and Find Full Text PDFSci Rep
January 2025
College of Architecture and Civil Engineering, Xinyang Normal University, Xinyang, 464000, China.
The construction industry is generally characterized by high emissions, making its transition to low-carbon practices essential for achieving a low-carbon economy. However, due to information asymmetry, there remains a gap in research regarding the strategic interactions and reward/punishment mechanisms between governments and firms throughout this transition. This paper addresses this gap by investigating probabilistic and static reward and punishment evolutionary games.
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