Group Motivational Interviewing for Adolescents at Risk of Internet Gaming Disorder: A Mixed-Methods Preliminary Evaluation

Abstract Internet gaming disorder (IGD) among adolescents is a widespread public health issue, with far-reaching negative impacts on adolescents’ health and relationships with their families. This study evaluated the preliminary outcomes of a two-session Group Motivational Interviewing (GMI) programme designed to address the risk of IGD among students across primary, secondary, and university levels. Conducted in-person during short periods of time when schools were open during the COVID pandemic, the programme used experiential activities and guided discussions to (1) facilitate participants’ reflection on time management, life goals, and gaming behaviours, and (2) cultivate readiness for change. Fifty-five students, aged 9 to 21, participated in the study, and outcomes were evaluated using a mixed-methods approach. Quantitative data tracked changes in severity of IGD symptoms, motivation for change, and time consumption on gaming, studying, and outdoor activities. The qualitative component involved analysing goal-setting worksheets to understand participants’ motivations and potential barriers to change. Intervention fidelity was monitored using a modified checklist from the Assessment of Motivational Interviewing Groups– Observer Scale. Results revealed significant pre- to post-treatment reductions in gaming time and enhancements in motivation for change, but there was no significant change in the risks of IGD from baseline to post-treatment or three-month follow-up. Changes in the Contemplation Ladder indicated a sustained increase in motivation for change over the three-month follow-up. Furthermore, qualitative analysis revealed academic study as a crucial factor, serving both as a goal (improving academic results) and a barrier (alleviating academic stress) for changes in gaming behaviour. In conclusion, this study demonstrates that the two-session GMI programme is a feasible and potentially effective approach to engage students in reflecting on their gaming habits and promoting readiness for change. These preliminary results also provide support for conducting a full clinical trial on the effectiveness of the programme.

Authors

Institutions

Publication Details

Journal
Clinical Social Work Journal
Published
2024-11-07
DOI
https://doi.org/10.1007/s10615-024-00968-5
Citations
4
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
4.53

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Group Motivational Interviewing for Adolescents at Risk of Internet Gaming Disorder: A Mixed-Methods Preliminary Evaluation

Nick Tse, Sharon M. H. Tsang, Mark P. Jensen, Andrew M. H. Siu
4 citations
Clinical Social Work Journal
Impact of Technology on Adolescents
4.53
article

Group Motivational Interviewing for Adolescents at Risk of Internet Gaming Disorder: A Mixed-Methods Preliminary Evaluation

Nick Tse, Sharon M. H. Tsang, Mark P. Jensen, Andrew M. H. Siu
article en
4 citations

Abstract

Abstract Internet gaming disorder (IGD) among adolescents is a widespread public health issue, with far-reaching negative impacts on adolescents’ health and relationships with their families. This study evaluated the preliminary outcomes of a two-session Group Motivational Interviewing (GMI) programme designed to address the risk of IGD among students across primary, secondary, and university levels. Conducted in-person during short periods of time when schools were open during the COVID pandemic, the programme used experiential activities and guided discussions to (1) facilitate participants’ reflection on time management, life goals, and gaming behaviours, and (2) cultivate readiness for change. Fifty-five students, aged 9 to 21, participated in the study, and outcomes were evaluated using a mixed-methods approach. Quantitative data tracked changes in severity of IGD symptoms, motivation for change, and time consumption on gaming, studying, and outdoor activities. The qualitative component involved analysing goal-setting worksheets to understand participants’ motivations and potential barriers to change. Intervention fidelity was monitored using a modified checklist from the Assessment of Motivational Interviewing Groups– Observer Scale. Results revealed significant pre- to post-treatment reductions in gaming time and enhancements in motivation for change, but there was no significant change in the risks of IGD from baseline to post-treatment or three-month follow-up. Changes in the Contemplation Ladder indicated a sustained increase in motivation for change over the three-month follow-up. Furthermore, qualitative analysis revealed academic study as a crucial factor, serving both as a goal (improving academic results) and a barrier (alleviating academic stress) for changes in gaming behaviour. In conclusion, this study demonstrates that the two-session GMI programme is a feasible and potentially effective approach to engage students in reflecting on their gaming habits and promoting readiness for change. These preliminary results also provide support for conducting a full clinical trial on the effectiveness of the programme.

Clinical Social Work JournalVol. 54(1)
Hong Kong Polytechnic University (HK), University of Washington (US), Hong Kong College of Technology (CN), Brunel University of London (GB)
Hong Kong Polytechnic University, Health and Medical Research Fund
Good health and well-being
Openalex Percentile: Top 5%
Impact of Technology on Adolescents
4.53
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.