Park Jennifer J, Wilkinson-Meyers Laura, King Daniel L, Rodda Simone N
School of Population Health, Faculty of Medical and Health Sciences, University of Auckland, Private Bag 92019, Auckland, 1142, New Zealand.
College of Education, Psychology, & Social Work, Flinders University, GPO Box 2100, Adelaide, South Australia, 5001, Australia.
BMC Public Health. 2021 May 6;21(1):872. doi: 10.1186/s12889-021-10749-1.
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.
Online interviews were conducted with 20 adults (90% male; M = 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.
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.
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.
据报道,约1%-3%的人口存在游戏问题,这与健康和幸福感下降有关。针对游戏问题的最佳健康应对措施的研究仍然有限。本研究旨在确定并描述一种以个人为中心的方法的关键组成部分,该方法用于为自愿寻求帮助的个人进行游戏问题干预。
对20名目前正在寻求游戏问题帮助的成年人(90%为男性;平均年龄23岁)进行了在线访谈。访谈协议以医疗保健获取框架为指导,该框架调查了参与者在获取专业支持方面的经历和需求。使用定性内容分析在NVivo中对访谈记录进行分析,以将参与者数据系统地分类为受该框架启发的主题。
参与者对如何最好地解决游戏问题的负面后果看法不一。一些人表示问题可以通过自助资源解决,而另一些人则建议由具有游戏专业知识的健康专业人员进行面对面治疗。参与者将有效的游戏问题健康服务的基本组成部分描述为包括:有效且可靠的筛查工具;具有游戏专业知识的从业者;以及获得多模式干预系统,包括自助、互联网和面对面选项,使游戏玩家能够轻松地在不同类型和强度的支持之间转换。
针对游戏问题干预的全面医疗保健方法尚处于起步阶段,仍有许多服务获取和提供问题有待解决。本研究强调了让有游戏相关问题的个人参与制定适合目标并满足个人偏好和需求范围的解决方案的重要性。这些发现建议建立一个遵循针对每个个体的循证实践的分级医疗系统,并实施标准评估和常规结果监测。