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Development of an online training for adolescents and young adults with computer gaming disorder: A qualitative study of user needs and design requirements

Conditions
Gaming disorder is characterised by a pattern of persistent or recurrent gaming behaviour (‘digital gaming’ or ‘video-gaming’), which may be online (i.e., over the internet) or offline, manifested by: 1. impaired control over gaming (e.g., onset, frequency, intensity, duration, termination, context)
2. increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities
and 3. continuation or escalation of gaming despite the occurrence of negative consequences.
Registration Number
DRKS00032334
Lead Sponsor
niversitätsklinik für Psychiatrie und Psychotherapie Tübingen, Abteilung Psychiatrie, Psychosomatik und Psychotherapie im Kindes- und Jugendalter
Brief Summary

Not available

Detailed Description

Not available

Recruitment & Eligibility

Status
Complete
Sex
All
Target Recruitment
6
Inclusion Criteria

Participation is open to adolescents and young adults who have experience with computer games and uncontrolled computer gaming and who agree with the study conditions and data use and confirm this after education. Participants in the focus group should be at least 18 years old. Participants of the individual interviews should be younger than 18 years. For those under 18 years of age, additional informed consent from their legal guardians is required. No further inclusion criteria, such as meeting specific diagnostic criteria, are required.

Exclusion Criteria

Lack of experience with computer games; lack of consent to study conditions and data use; focus group: age under 18 years; individual interviews: lack of parental consent for those interested in the study under 18 years of age

Study & Design

Study Type
observational
Study Design
Not specified
Primary Outcome Measures
NameTimeMethod
Study Objectives: <br>1. to identify the range of care needs of adolescents and young adults who have experience of uncontrolled computer game use. <br>2. to know the experiences, attitudes and needs of adolescents and young adults who experience uncontrolled computer game use with regard to specific online training for coping with computer game disorder<br>3. derivation of design features regarding a target group oriented, attractive and motivating online training for adolescents and young adults with a computer game disorder.
Secondary Outcome Measures
NameTimeMethod
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