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Gamification for Internet Gaming Disorder Prevention: Evaluation of a Wise IT-Use (WIT) Program for Hong Kong Primary Students

Internet gaming disorder and risky online behavior (e.g., cyberbullying, exposure to online violent content) have emerged as serious problems in the digital age. Prevalence rates range from 4% to 40% across the globe, with Asia being one of the hardest-hit regions. To address these pressing problems...

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Autores principales: Chau, Chor-lam, Tsui, Yvonne Yin-yau, Cheng, Cecilia
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6839419/
https://www.ncbi.nlm.nih.gov/pubmed/31736842
http://dx.doi.org/10.3389/fpsyg.2019.02468
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author Chau, Chor-lam
Tsui, Yvonne Yin-yau
Cheng, Cecilia
author_facet Chau, Chor-lam
Tsui, Yvonne Yin-yau
Cheng, Cecilia
author_sort Chau, Chor-lam
collection PubMed
description Internet gaming disorder and risky online behavior (e.g., cyberbullying, exposure to online violent content) have emerged as serious problems in the digital age. Prevalence rates range from 4% to 40% across the globe, with Asia being one of the hardest-hit regions. To address these pressing problems, our team designed the Wise IT-use (WIT) program, a universal prevention program that (a) enhances students’ awareness of Internet gaming disorder and an array of common risky online behaviors, and (b) equips them with sufficient knowledge to handle such problems. The WIT program design was based on gamification principles and flow theory to enhance users’ motivation and learning experience. A program evaluation study was conducted to assess the social impact of this program in mitigating symptoms of Internet gaming disorder and risky online behavior, and in bolstering emotional well-being. The participants were 248 students aged 7 to 13 from four primary schools in various regions of Hong Kong. They completed validated questionnaires 1 month before and 2 months after participating in the program to evaluate changes in their symptoms of Internet gaming disorder, the frequency with which they displayed risky online behaviors, and their ratings of emotional well-being across the period. The results revealed that both the symptoms of Internet gaming disorder and the proportion of students at risk of the disorder were reduced after the program. The changes observed in students were related to higher levels of positive affect and lower levels of negative affect. Evidence from this study indicates that Internet gaming disorder and risky online behavior are detrimental to the emotional well-being of Hong Kong primary school students. More importantly, the findings demonstrate that our newly developed WIT program can have a social impact in successfully mitigating the symptoms of Internet gaming disorder and enhancing emotional well-being over time. The implications of these findings for the program’s broader impact on society and culture are discussed.
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spelling pubmed-68394192019-11-15 Gamification for Internet Gaming Disorder Prevention: Evaluation of a Wise IT-Use (WIT) Program for Hong Kong Primary Students Chau, Chor-lam Tsui, Yvonne Yin-yau Cheng, Cecilia Front Psychol Psychology Internet gaming disorder and risky online behavior (e.g., cyberbullying, exposure to online violent content) have emerged as serious problems in the digital age. Prevalence rates range from 4% to 40% across the globe, with Asia being one of the hardest-hit regions. To address these pressing problems, our team designed the Wise IT-use (WIT) program, a universal prevention program that (a) enhances students’ awareness of Internet gaming disorder and an array of common risky online behaviors, and (b) equips them with sufficient knowledge to handle such problems. The WIT program design was based on gamification principles and flow theory to enhance users’ motivation and learning experience. A program evaluation study was conducted to assess the social impact of this program in mitigating symptoms of Internet gaming disorder and risky online behavior, and in bolstering emotional well-being. The participants were 248 students aged 7 to 13 from four primary schools in various regions of Hong Kong. They completed validated questionnaires 1 month before and 2 months after participating in the program to evaluate changes in their symptoms of Internet gaming disorder, the frequency with which they displayed risky online behaviors, and their ratings of emotional well-being across the period. The results revealed that both the symptoms of Internet gaming disorder and the proportion of students at risk of the disorder were reduced after the program. The changes observed in students were related to higher levels of positive affect and lower levels of negative affect. Evidence from this study indicates that Internet gaming disorder and risky online behavior are detrimental to the emotional well-being of Hong Kong primary school students. More importantly, the findings demonstrate that our newly developed WIT program can have a social impact in successfully mitigating the symptoms of Internet gaming disorder and enhancing emotional well-being over time. The implications of these findings for the program’s broader impact on society and culture are discussed. Frontiers Media S.A. 2019-11-01 /pmc/articles/PMC6839419/ /pubmed/31736842 http://dx.doi.org/10.3389/fpsyg.2019.02468 Text en Copyright © 2019 Chau, Tsui and Cheng. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychology
Chau, Chor-lam
Tsui, Yvonne Yin-yau
Cheng, Cecilia
Gamification for Internet Gaming Disorder Prevention: Evaluation of a Wise IT-Use (WIT) Program for Hong Kong Primary Students
title Gamification for Internet Gaming Disorder Prevention: Evaluation of a Wise IT-Use (WIT) Program for Hong Kong Primary Students
title_full Gamification for Internet Gaming Disorder Prevention: Evaluation of a Wise IT-Use (WIT) Program for Hong Kong Primary Students
title_fullStr Gamification for Internet Gaming Disorder Prevention: Evaluation of a Wise IT-Use (WIT) Program for Hong Kong Primary Students
title_full_unstemmed Gamification for Internet Gaming Disorder Prevention: Evaluation of a Wise IT-Use (WIT) Program for Hong Kong Primary Students
title_short Gamification for Internet Gaming Disorder Prevention: Evaluation of a Wise IT-Use (WIT) Program for Hong Kong Primary Students
title_sort gamification for internet gaming disorder prevention: evaluation of a wise it-use (wit) program for hong kong primary students
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6839419/
https://www.ncbi.nlm.nih.gov/pubmed/31736842
http://dx.doi.org/10.3389/fpsyg.2019.02468
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