Objective: Problematic internet gaming by adolescents has been thought to be associated with low self-esteem, depression, anxiety, and attention problems. We hypothesized that both game literacy and coding education would effectively improve problematic internet use. However, game coding education would be more effective in enhancing self-esteem and social anxiety in adolescents than game literacy education.
Methods: A total of 733 adolescent volunteers were included and randomly assigned to either the game coding education or game literacy education programs. Both programs consisted of eight sessions, each lasting 45 minutes, over four weeks. The coding education sessions included game planning and development lessons and allowed students to create the game's characters, stages, and tutorials directly using Scratch, a free coding program. Game literacy education sessions included lessons on enjoying gaming with a healthy rationale and etiquette. Data on demographics, gaming patterns, and psychological status, including positive/negative perceptions of online games, depression, social anxiety, and self-esteem, were collected.
Results: Both game coding and game literacy education significantly improved YIAS scores compared to baseline, and there was no significant difference in the YIAS scores between the two groups after the interventions. In the hierarchical logistic regression analysis of all participants, higher YIAS scores, stronger negative perceptions of gaming, and lower attention problem scores at baseline predicted lower levels of internet gaming addiction after interventions. In the hierarchical logistic regression analysis among individuals with game coding education, higher YIAS scores, stronger negative perceptions of gaming, lower attention problem scores, and higher self-esteem scores at baseline predicted lower levels of internet gaming addiction after intervention. In addition, game coding education greatly improved negative perceptions of games, self-esteem, and social anxiety compared to game literacy education.
Conclusion: Both game literacy and game coding education effectively mitigate internet game addiction. However, game coding education effectively mitigated problematic internet gaming by improving negative perceptions of games, self-esteem, and social anxiety in adolescents. We found that the application of knowledge by students in creating their own games was more effective than simply developing a conceptual understanding of the games.
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http://dx.doi.org/10.3389/fpsyt.2024.1377231 | DOI Listing |
Ann Fam Med
January 2025
The Warren Alpert Medical School of Brown University, Providence, Rhode Island.
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Department of Pediatric Cardiology, The Heart Institute, University of Colorado, Children's Hospital Colorado, 13123 E 16th Ave B100, 80045, Aurora, CO, USA.
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January 2025
Department of Early Childhood Education, University of Stavanger, Stavanger, Norway.
This study investigates the role of teacher mediation in facilitating children's communication during problem-solving, play-based coding activities with Kubo, a screen-free coding toy, in Early Childhood Education and Care (ECEC) settings. Following an initial observation involving nine kindergarten teachers and 36 children, a workshop was held to identify elements that teachers considered relevant for facilitating children's use of verbal and non-verbal communication. Key mediation elements, such as multimodal communication, planning, time, humor, and reflective questioning, were identified during the workshop and applied in a subsequent observation with the same participants.
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February 2025
Department of Geography & Environmental Studies, University of New Mexico, Albuquerque, New Mexico, 87131, USA.
Historical redlining practices in the United States date back to the 1930s and have continued to impact cities socially, environmentally, and economically since then. This study explores current social vulnerability inequity among former HOLC (Home Owners' Loan Corporation) neighborhoods with four color-coded grades in 196 U.S.
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December 2024
Department of Health Promotion, Education, and Behavior, University of South Carolina, Columbia, SC, USA.
Nicotine and tobacco use disproportionally affects sexual and gender minority (SGM) populations in the United States. Social media narratives may contribute to these disparities. This qualitative study delineated perceptions and experiences depicted in SGM-related videos about nicotine vaping on TikTok.
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