Effectiveness of school- and family-based interventions to prevent gaming addiction among grades 4–5 students in Bangkok, Thailand

Autor: Apisitwasana N; Perngparn U; Cottler LB
Sprache: Englisch
Veröffentlicht: 2018
Quelle: Directory of Open Access Journals: DOAJ Articles
Online Zugang: https://www.dovepress.com/effectiveness-of-school-and-family-based-interventions-to-prevent-gami-peer-reviewed-article-PRBM
https://doaj.org/toc/1179-1578
1179-1578
https://doaj.org/article/2a2270e03d724097b7bbfa5ef9d3775e
https://doaj.org/article/2a2270e03d724097b7bbfa5ef9d3775e
Erfassungsnummer: ftdoajarticles:oai:doaj.org/article:2a2270e03d724097b7bbfa5ef9d3775e

Zusammenfassung

Nipaporn Apisitwasana,1,2 Usaneya Perngparn,1,3 Linda B Cottler4 1College of Public Health Sciences, Chulalongkorn University, Bangkok, Thailand; 2Department of Community Health Nursing, Boromarajonnani College of Nursing, Bangkok, Thailand; 3Drug Dependence Research Center, College of Public Health Sciences, Chulalongkorn University, Bangkok, Thailand; 4Department of Epidemiology, College of Public Health and Health Professions and College of Medicine, University of Florida, Gainesville, FL, USA Purpose: This study aimed to assess the effectiveness of Participatory Learning School and Family Based Intervention Program for Preventing Game Addiction by Developing Self-Regulation of gaming addiction among students of grades 4 and 5 in Bangkok.Methods: A quasi-experimental study was implemented among students of grades 4 and 5 at primary schools in Bangkok selected through multistage random sampling. Two comparable schools were randomly assigned to either the intervention or control group. Then, 310 students in the randomly selected classrooms were allocated to each group. The intervention group received the self-regulation program with school and family involvement to prevent gaming addiction. Master teachers attended in-house training on prevention of gaming addiction in children. Parents of these children received a gaming addiction prevention manual and guidelines. The program lasted 8 weeks. The control group received no intervention. Knowledge and Attitude About Gaming Questionnaire, Game Addiction Screening Test (GAST), and Game Addiction Protection Scale were utilized to assess subjects at baseline, immediately after, and 3 months post-intervention. Descriptive statistics, chi-square, and independent t-test were used to describe characteristics of the participants, and repeated measures ANOVA was analyzed to test the effectiveness of the intervention. Results: The findings revealed that there were significant differences in knowledge, attitude, self-regulation, and gaming addiction behaviors (p < 0.05) ...