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      Effectiveness of school- and family-based interventions to prevent gaming addiction among grades 4–5 students in Bangkok, Thailand

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          Abstract

          Purpose

          This study aimed to assess the effectiveness of Participatory Learning School and Family Based Intervention Program for Preventing Game Addiction by Developing Self-Regulation of gaming addiction among students of grades 4 and 5 in Bangkok.

          Methods

          A quasi-experimental study was implemented among students of grades 4 and 5 at primary schools in Bangkok selected through multistage random sampling. Two comparable schools were randomly assigned to either the intervention or control group. Then, 310 students in the randomly selected classrooms were allocated to each group. The intervention group received the self-regulation program with school and family involvement to prevent gaming addiction. Master teachers attended in-house training on prevention of gaming addiction in children. Parents of these children received a gaming addiction prevention manual and guidelines. The program lasted 8 weeks. The control group received no intervention. Knowledge and Attitude About Gaming Questionnaire, Game Addiction Screening Test (GAST), and Game Addiction Protection Scale were utilized to assess subjects at baseline, immediately after, and 3 months post-intervention. Descriptive statistics, chi-square, and independent t-test were used to describe characteristics of the participants, and repeated measures ANOVA was analyzed to test the effectiveness of the intervention.

          Results

          The findings revealed that there were significant differences in knowledge, attitude, self-regulation, and gaming addiction behaviors ( p < 0.05) immediately and 3 months post-intervention. Positive effects of the intervention included increase in knowledge, attitude, and self-regulation, whereas the GAST score was significantly decreased ( p < 0.05) immediately and 3 months after the program.

          Conclusion

          The program based on self-regulation and school and family participation is effective for preventing gaming addiction in students of grades 4 and 5 in Bangkok, Thailand.

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          Most cited references23

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          Why are adolescents addicted to online gaming? An interview study in Taiwan.

          The purpose of this study was twofold: to investigate the conscious and unconscious psychological motivations of online game addicts, and to further discuss the relationship between surface and source motivations. Ten Taiwanese adolescents with online game addiction were selected for in-depth interviews. Through sentence completion test and semi-structured interviews, data were collected and analyzed from the following four realms: (1) surface motivations, (2) source motivations, (3) self-conception, and (4) interpersonal relationships in real life. After content analysis, five categories with distinct themes were formed: (1) addicts' psychological needs and motivations; (2) online games as the everyday focus of the addicts; (3) the interplay of real self and virtual self; (4) online games as the compensatory or extensive satisfaction for addicts' needs; and (5) addicts' self-reflections. The implications of the present study are discussed.
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            Self-monitoring: Methodological limitations and clinical applications.

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              Playing MMORPGs: connections between addiction and identifying with a character.

              Addiction to online role-playing games is one of the most discussed aspects of recent cyberpsychology, mainly for its potentially negative impact on the social lives of young people. In our study, we focus on some aspects of youth and adolescent addiction to MMORPGs. We investigated connections between players and their game characters and examined if, and in what ways, player relationship to their character affected potential addiction. Players attitude to their characters seems to play a specific role, since players who tend to be addicted view their characters as being superior and more often wish to be like their characters in their real lives. Our research also confirmed that younger players are generally more prone to addiction.
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                Author and article information

                Journal
                Psychol Res Behav Manag
                Psychol Res Behav Manag
                Psychology Research and Behavior Management
                Psychology Research and Behavior Management
                Dove Medical Press
                1179-1578
                2018
                10 April 2018
                : 11
                : 103-115
                Affiliations
                [1 ]College of Public Health Sciences, Chulalongkorn University, Bangkok, Thailand
                [2 ]Department of Community Health Nursing, Boromarajonnani College of Nursing, Bangkok, Thailand
                [3 ]Drug Dependence Research Center, College of Public Health Sciences, Chulalongkorn University, Bangkok, Thailand
                [4 ]Department of Epidemiology, College of Public Health and Health Professions and College of Medicine, University of Florida, Gainesville, FL, USA
                Author notes
                Correspondence: Usaneya Perngparn, College of Public Health Sciences, Chulalongkorn University, Institute Building 2-3, Soi Chulalongkorn 62, Phyathai Road, Pathumwan District, Bangkok 10330, Thailand, Tel +66 2 218 8159, Fax +66 2 255 2177, Email usaneya.p@ 123456chula.ac.th
                Article
                prbm-11-103
                10.2147/PRBM.S145868
                5903839
                29695939
                5eed54b1-1f5a-4e41-b848-87469456fa5e
                © 2018 Apisitwasana et al. This work is published and licensed by Dove Medical Press Limited

                The full terms of this license are available at https://www.dovepress.com/terms.php and incorporate the Creative Commons Attribution – Non Commercial (unported, v3.0) License ( http://creativecommons.org/licenses/by-nc/3.0/). By accessing the work you hereby accept the Terms. Non-commercial uses of the work are permitted without any further permission from Dove Medical Press Limited, provided the work is properly attributed.

                History
                Categories
                Original Research

                Clinical Psychology & Psychiatry
                game addiction,prevent,grade 4–5 students,self-regulation,school-based intervention,family-based intervention

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