Analyze article and determine social impact
Id : | 2464 | |
Author : | Nurmagandi B.; Hamid A.Y.S.; Panjaitan R.U. | |
Title | The Influence of Health Education and Group Therapy on Adolescent Online Gamers' Self-Concepts |
|
Reference : | Nurmagandi B.; Hamid A.Y.S.; Panjaitan R.U. The Influence of Health Education and Group Therapy on Adolescent Online Gamers' Self-Concepts,European Journal of Mental Health 17 1 |
|
Link to article | https://www.scopus.com/inward/record.uri?eid=2-s2.0-85134422805&doi=10.5708%2fEJMH%2f17.2022.1.4.&partnerID=40&md5=e9d00c683802dd0f0ca49fcd5355ef7c |
|
Abstract | Introduction: The rapid development of online games is currently marked by the increasing number of adolescent game players. This was particularly true during the COVID-19 pandemic that forced all activities to be done at home. Adolescents who play online games excessively, however, can risk their self-concept. Adolescents' ability to control the increasing habit of playing online games can help them reduce the risk of self-concept problems by enhancing their adaptive behavior at their crucial psychosocial development stage. Health education and group therapy can be employed to attain this goal. Aims: The authors of this study aim to determine the effectiveness of health education and group therapy regarding the self-concept of adolescents who play online games excessively. Methods: As the research design, this study applied a quasi-experimental pre-posttest with a control group. The research respondents were selected using the stratified, proportional, and simple random sampling techniques. Seventy-six adolescents comprised the respondents of this study, divided into two groups. The respondents' inclusion criteria were adolescents aged 15-16 years old who had played online games for at least the last 12 months. Results: The self-concept of adolescents in the intervention group has increased after implementing health education and group therapy (p < .05). In contrast to this, the self-concept of adolescents in the control group has not changed after implementing health education and group therapy (p > .05). Conclusions: Health education and group therapy effectively improve the self-concept of adolescent gamers. © 2022 Semmelweis University Institute of Mental Health. All rights reserved. |
Impact |
Certainity |
Health and Wellbeing | 0.9951 |
Urban and Territorial Renovation | 0.0019 |
Peoples Engagement and Participation | 0.0059 |