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Id 2494
Author Balhara Y.P.S.; Sarkar S.; Laspal N.; Bhargava R.; Yadav Z.
Title A randomized controlled trial to assess effectiveness of GamE- an e-Health intervention to self-manage gaming with an aim to prevent gaming disorder
Reference
Balhara Y.P.S.; Sarkar S.; Laspal N.; Bhargava R.; Yadav Z. A randomized controlled trial to assess effectiveness of GamE- an e-Health intervention to self-manage gaming with an aim to prevent gaming disorder,Asian Journal of Psychiatry 80

Link to article https://www.scopus.com/inward/record.uri?eid=2-s2.0-85145291124&doi=10.1016%2fj.ajp.2022.103389&partnerID=40&md5=71a33aad3585b3a61ed9e954c280dd00
Abstract Gaming disorder is a health concern associated with significant impairment. Digital technology can be helpful for implementing preventive measures for gaming disorder. This randomized trial aimed to assess the effectiveness of an e-Health intervention to prevent gaming disorder among college students. This randomized trial compared an online intervention module aimed at improving knowledge, skill and attitude of the students and empower them with self- help strategies to monitor and regulate their gaming behavior with an aim to prevent gaming disorder, with wait list control. The sample comprised of 30 cases and 33 controls. The understanding of the concept of gaming, understanding of difference between gaming and gaming disorder, understanding of adverse effects associated with gaming disorder, understanding of screening of gaming disorder and self-help techniques of regulating gaming disorder increased more in the intervention group than control. The participants most favored self-monitoring and strategies to promote healthy lifestyles for regulating gaming. Online digital intervention can be effectively used as a strategy to prevent gaming disorder among college students. Such an intervention can empower students with strategies to regulate their extent of gaming. © 2022 Elsevier B.V.

Keywords Behavior, Addictive; Health Behavior; Humans; Self-Management; Telemedicine; Video Games; adult; Article; attitude; behavioral addiction; clinical article; clinical psychology; college student; comparative effectiveness; controlled study; digital technology; female; game; game addiction; healthy lifestyle; human; ICD-11; knowledge; Likert scale; male; mental health care personnel; psychiatry; questionnaire; randomized controlled trial; self care; self help; self monitoring; skill; social work; structured questionnaire; telehealth; web-based intervention; addiction; health behavior; telemedicine; video game




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