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Person-centred interventions for problem gaming: a stepped care approach
BACKGROUND: Problem gaming is reported by approximately 1–3% of the population and is associated with decreased health and wellbeing. Research on optimal health responses to problem gaming remains limited. This study aimed to identify and describe the key components of a person-centred approach to i...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
BioMed Central
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8101229/ https://www.ncbi.nlm.nih.gov/pubmed/33957877 http://dx.doi.org/10.1186/s12889-021-10749-1 |
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author | Park, Jennifer J. Wilkinson-Meyers, Laura King, Daniel L. Rodda, Simone N. |
author_facet | Park, Jennifer J. Wilkinson-Meyers, Laura King, Daniel L. Rodda, Simone N. |
author_sort | Park, Jennifer J. |
collection | PubMed |
description | BACKGROUND: Problem gaming is reported by approximately 1–3% of the population and is associated with decreased health and wellbeing. Research on optimal health responses to problem gaming remains limited. This study aimed to identify and describe the key components of a person-centred approach to interventions for problem gaming for individuals who voluntary seek assistance. METHODS: Online interviews were conducted with 20 adults (90% male; M(age) = 23y) currently seeking help for problem gaming. The interview protocol was guided by a health care access framework which investigated participants’ experiences and needs related to accessing professional support. Transcripts were analysed in NVivo using qualitative content analysis to systematically classify participant data into the themes informed by this framework. RESULTS: Participants had mixed views on how the negative consequences of problem gaming could be best addressed. Some indicated problems could be addressed through self-help resources whereas others suggested in-person treatment with a health professional who had expertise in gaming. Participants described the essential components of an effective health service for problem gaming as including: valid and reliable screening tools; practitioners with specialist knowledge of gaming; and access to a multimodal system of intervention, including self-help, internet and in-person options that allow gamers to easily transition between types and intensity of support. CONCLUSION: A comprehensive health care approach for interventions for problem gaming is in its infancy, with numerous service access and delivery issues still to be resolved. This study highlights the importance of involving individuals with gaming-related problems in developing solutions that are fit for purpose and address the spectrum of individual preferences and needs. These findings recommend a stepped healthcare system that adheres to evidence-based practice tailored to each individual and the implementation of standard assessment and routine outcome monitoring. |
format | Online Article Text |
id | pubmed-8101229 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-81012292021-05-06 Person-centred interventions for problem gaming: a stepped care approach Park, Jennifer J. Wilkinson-Meyers, Laura King, Daniel L. Rodda, Simone N. BMC Public Health Research Article BACKGROUND: Problem gaming is reported by approximately 1–3% of the population and is associated with decreased health and wellbeing. Research on optimal health responses to problem gaming remains limited. This study aimed to identify and describe the key components of a person-centred approach to interventions for problem gaming for individuals who voluntary seek assistance. METHODS: Online interviews were conducted with 20 adults (90% male; M(age) = 23y) currently seeking help for problem gaming. The interview protocol was guided by a health care access framework which investigated participants’ experiences and needs related to accessing professional support. Transcripts were analysed in NVivo using qualitative content analysis to systematically classify participant data into the themes informed by this framework. RESULTS: Participants had mixed views on how the negative consequences of problem gaming could be best addressed. Some indicated problems could be addressed through self-help resources whereas others suggested in-person treatment with a health professional who had expertise in gaming. Participants described the essential components of an effective health service for problem gaming as including: valid and reliable screening tools; practitioners with specialist knowledge of gaming; and access to a multimodal system of intervention, including self-help, internet and in-person options that allow gamers to easily transition between types and intensity of support. CONCLUSION: A comprehensive health care approach for interventions for problem gaming is in its infancy, with numerous service access and delivery issues still to be resolved. This study highlights the importance of involving individuals with gaming-related problems in developing solutions that are fit for purpose and address the spectrum of individual preferences and needs. These findings recommend a stepped healthcare system that adheres to evidence-based practice tailored to each individual and the implementation of standard assessment and routine outcome monitoring. BioMed Central 2021-05-06 /pmc/articles/PMC8101229/ /pubmed/33957877 http://dx.doi.org/10.1186/s12889-021-10749-1 Text en © The Author(s) 2021 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/ (https://creativecommons.org/publicdomain/zero/1.0/) ) applies to the data made available in this article, unless otherwise stated in a credit line to the data. |
spellingShingle | Research Article Park, Jennifer J. Wilkinson-Meyers, Laura King, Daniel L. Rodda, Simone N. Person-centred interventions for problem gaming: a stepped care approach |
title | Person-centred interventions for problem gaming: a stepped care approach |
title_full | Person-centred interventions for problem gaming: a stepped care approach |
title_fullStr | Person-centred interventions for problem gaming: a stepped care approach |
title_full_unstemmed | Person-centred interventions for problem gaming: a stepped care approach |
title_short | Person-centred interventions for problem gaming: a stepped care approach |
title_sort | person-centred interventions for problem gaming: a stepped care approach |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8101229/ https://www.ncbi.nlm.nih.gov/pubmed/33957877 http://dx.doi.org/10.1186/s12889-021-10749-1 |
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