Abstract
S-4G2
Group Motivational Interviewing for young people with risks for gaming disorder: Preliminary outcomes and lessons learned
NICK TSE1, ANDREW SIU2, SHARON TSANG3
1Department of Applied Social Sciences, HKCT Institute of Higher Education, Hong Kong S.A.R. (China)
2Occupational Therapy, Department of Health Sciences, Brunel University London
3Department of Rehabilitation Sciences, The Kong Kong Polytechnic University, Hong Kong S.A.R. (China)
E-mail: [email protected]
During the COVID-19 pandemic, online gaming becomes a key form of entertainment and social engagement among young people. Based on the motivational interviewing approach, we designed and implemented a three-session group programme that aims to reduce risks for gaming disorders. Each session has experiential activities followed by discussion, in which we guide participants to reflect on their time use, purpose of life, in view of their gaming behaviour. The group intends to induce ambivalence, facilitate a move from pre-contemplation to contemplation stage of change, and facilitate planning for change. The groups were conducted in person. A total of 56 primary and secondary school, and university students aged 12 to 21 participated in the intervention. Using a single group pre-posttest design, this study examined the feasibility of a brief motivational interviewing group. Outcome measures were collected at pre-, post-intervention, and 3-month follow-up. Results showed there were significant increases in proportion of participants in contemplation and action stages of change, but there were no significant changes in risks for gaming disorders. The participants had significant decreases in time for entertainment, significant increases in time for academic work, but no change in time for outdoor activities. Content analysis of the exercise worksheets showed that participants attributed problematic gaming behaviour to lack of self-control and negative influence by others. Many are concerned with their academic progress and health, and are keen to address these concerns. They perceived peer and family support, and helping themselves as the most important facilitators of change.
Keywords: motivational interviewing, group therapy, gaming disorder, risks
Group Motivational Interviewing for young people with risks for gaming disorder: Preliminary outcomes and lessons learned
NICK TSE1, ANDREW SIU2, SHARON TSANG3
1Department of Applied Social Sciences, HKCT Institute of Higher Education, Hong Kong S.A.R. (China)
2Occupational Therapy, Department of Health Sciences, Brunel University London
3Department of Rehabilitation Sciences, The Kong Kong Polytechnic University, Hong Kong S.A.R. (China)
E-mail: [email protected]
During the COVID-19 pandemic, online gaming becomes a key form of entertainment and social engagement among young people. Based on the motivational interviewing approach, we designed and implemented a three-session group programme that aims to reduce risks for gaming disorders. Each session has experiential activities followed by discussion, in which we guide participants to reflect on their time use, purpose of life, in view of their gaming behaviour. The group intends to induce ambivalence, facilitate a move from pre-contemplation to contemplation stage of change, and facilitate planning for change. The groups were conducted in person. A total of 56 primary and secondary school, and university students aged 12 to 21 participated in the intervention. Using a single group pre-posttest design, this study examined the feasibility of a brief motivational interviewing group. Outcome measures were collected at pre-, post-intervention, and 3-month follow-up. Results showed there were significant increases in proportion of participants in contemplation and action stages of change, but there were no significant changes in risks for gaming disorders. The participants had significant decreases in time for entertainment, significant increases in time for academic work, but no change in time for outdoor activities. Content analysis of the exercise worksheets showed that participants attributed problematic gaming behaviour to lack of self-control and negative influence by others. Many are concerned with their academic progress and health, and are keen to address these concerns. They perceived peer and family support, and helping themselves as the most important facilitators of change.
Keywords: motivational interviewing, group therapy, gaming disorder, risks
Original language | English |
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Publication status | Published - 23 Aug 2023 |
Event | 8th International Conference on Behavioural Addiction 2023 - Incheon, Seoul, Korea, Republic of Duration: 23 Aug 2023 → 25 Aug 2023 https://isamweb.org/mc-events/8th-international-conference-on-behavioral-addictions-icba-2023/?mc_id=62 |
Competition
Competition | 8th International Conference on Behavioural Addiction 2023 |
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Abbreviated title | ICBA 2023 |
Country/Territory | Korea, Republic of |
City | Seoul |
Period | 23/08/23 → 25/08/23 |
Internet address |
Keywords
- Motivational interviewing
- Group therapy
- Gaming disorder
- Risks