Cognitive Restructuring in Group CBT Reduces Live-Streaming Addiction Among Indonesian Adolescents

The pervasive rise of live-streaming video game platforms has triggered concerns about behavioral addiction among adolescents, particularly in rapidly digitalizing societies like Indonesia. This study examines the efficacy of group-based Cognitive Behavioral Therapy (CBT) in reducing live-streaming addiction symptoms among high school students. A quasi-experimental design with pre-test-post-test control group was implemented with 20 students (N=20) exhibiting moderate addiction levels, selected through purposive sampling. The experimental group (n=10) received five 45-minute sessions of manualized group CBT focusing on cognitive restructuring, while the control group (n=10) received standard group guidance. Results demonstrated significantly greater reduction in addiction scores for the experimental group (mean reduction=31 points, p=0.005) compared to controls (mean reduction=9 points, p=0.005), with large between-group effect size (p=0.000, r=0.65). Cognitive restructuring techniques effectively modified maladaptive thought patterns underlying compulsive viewing behaviors. The group modality enhanced treatment effectiveness through peer support and collective skill-building. These findings support the integration of evidence-based CBT protocols into school counseling services to address emerging behavioral addictions. Recommendations include counselor training in CBT techniques, development of culturally adapted interventions, and implementation of systematic screening for at-risk students. This study contributes to the growing literature on digital wellness interventions in educational contexts.

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Publication Details

Journal
International Journal of Education and Teaching Zone
Published
2025-10-07
DOI
https://doi.org/10.57092/ijetz.v4i3.502
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
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article

Cognitive Restructuring in Group CBT Reduces Live-Streaming Addiction Among Indonesian Adolescents

S Neviyarni, Armyn Hakim Daulay
International Journal of Education and Teaching Zone
Impact of Technology on Adolescents
article

Cognitive Restructuring in Group CBT Reduces Live-Streaming Addiction Among Indonesian Adolescents

S Neviyarni, Armyn Hakim Daulay
article en

Abstract

The pervasive rise of live-streaming video game platforms has triggered concerns about behavioral addiction among adolescents, particularly in rapidly digitalizing societies like Indonesia. This study examines the efficacy of group-based Cognitive Behavioral Therapy (CBT) in reducing live-streaming addiction symptoms among high school students. A quasi-experimental design with pre-test-post-test control group was implemented with 20 students (N=20) exhibiting moderate addiction levels, selected through purposive sampling. The experimental group (n=10) received five 45-minute sessions of manualized group CBT focusing on cognitive restructuring, while the control group (n=10) received standard group guidance. Results demonstrated significantly greater reduction in addiction scores for the experimental group (mean reduction=31 points, p=0.005) compared to controls (mean reduction=9 points, p=0.005), with large between-group effect size (p=0.000, r=0.65). Cognitive restructuring techniques effectively modified maladaptive thought patterns underlying compulsive viewing behaviors. The group modality enhanced treatment effectiveness through peer support and collective skill-building. These findings support the integration of evidence-based CBT protocols into school counseling services to address emerging behavioral addictions. Recommendations include counselor training in CBT techniques, development of culturally adapted interventions, and implementation of systematic screening for at-risk students. This study contributes to the growing literature on digital wellness interventions in educational contexts.

International Journal of Education and Teaching ZoneVol. 4(3)
State University of Padang (ID)
Openalex Percentile: Top 60%
Impact of Technology on Adolescents
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