

aming Disorder is a recognised mental health condition with a very narrow range of treatment options. This pre-post study recruited 50 adult gamers from New Zealand to test the feasibility of a brief internet-delivered intervention. The intervention components were derived from Implementation Intention principles whereby the gap between intention and behaviour was targeted. The intervention delivery was in accordance with Self-Determination Theory to facilitate autonomy (personalised goals and action plans), competence (facilitated coping plans, self-monitoring, and relapse prevention) and relatedness (access to a goal coach providing written feedback and support to implement plans). Follow-up evaluation at 3-months indicated the intervention was feasible as it demonstrated rapid recruitment, program engagement (86% used the program), and high satisfaction (easy to understand and convenient). Plans most frequently focused on behavioural substitution and lifestyle change, and the most frequent barrier to change was time management followed by social pressure. Completers (n = 35) reported a significant increase in well-being and reduction in severity, intensity, and time spent gaming, which reduced from an average of 29 to 11 hours per week. Delivery of a brief internet-delivered intervention shows promise and could be used to treat people experiencing problems who are unable or unwilling to access face-to-face treatment.
Highlights
Jennifer J. Park, Natalia Booth, Kathleen L. Bagot, Simone N. Rodda
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The World Health Organisation (WHO) has officially added video game addiction — characterised by "a pattern of persistent or recurrent gaming behaviour" that "takes precedence over other life interests" — to their International Classification of Diseases (ICD) database.
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Austria has announced plans to ban social media for children aged under 14, becoming the latest country to consider introducing restrictions for children online. Andreas Babler says that it is the responsibility of politicians to protect children and argued that the issue should be treated no different to alcohol or tobacco: "There must be clear rules in the digital world too."
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As the world digitises, children and adolescents are increasingly using digital technologies. These devices offer benefits such as exposure to social contacts and support, potential learning opportunities and access to health promotion material. However, along with these benefits, emerging evidence is indicating that frequent, extended use of digital devices is associated with negative impacts on the health and wellbeing of children and adolescents.
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