Mobile gaming addiction Mental and Behavioural Disorders
Conditions
Interventions
A single-arm study will be conducted to test group motivational interviewing effectiveness in raising awareness about the potential risks of mobile gaming behaviours that could lead to addiction. Purp
Sponsors
Universiti Malaysia Sarawak
Eligibility
Sex/Gender
All
Inclusion criteria
Inclusion criteria: Medical students with smartphones or tablets
Exclusion criteria
Exclusion criteria: 1. Prior MI training 2. Learning disabilities 3. History of substance abuse for the past 6 months 4. Suicidal ideation 5. Recent psychotherapy on internet gaming disorder
Design outcomes
Primary
| Measure | Time frame |
|---|---|
| 1. Effectiveness of GMI on the stages of change progression assessed through the Adapted Stages of Change (SoC) questionnaire at three timepoints (pre, post and 2 months post intervention) 2. Motivation to improve mobile game addiction assessed via the Internet Addiction Improvement Motivation Scale (IAIMS) at three timepoints (pre, post and 2 months post intervention) | — |
Secondary
| Measure | Time frame |
|---|---|
| 1. Self-reported mobile game addiction measured via the Internet Gaming Disorders Scale – Short Form (IGDS9-SF) at three timepoints (pre, post and 2 months post intervention) 2. Screen Time and Digital Wellbeing applications were used to objectively measure mobile game usage on smartphones and tablets, but were not used directly to record, store data or modify the applications. Instead, participants used these commercial applications to manually record their objective mobile game usage. The data reflects the total weekly mobile game usage, evaluated in minutes, at three timepoints (pre, post and 2 months post intervention) | — |
Countries
Malaysia
Contacts
Public ContactLeonard Yik Chuan Lei
Outcome results
None listed