Geisler Birte Linny, Petersen Kay Uwe, Hanke Sara, Schurer Simon, Schreiber Anne, Lämmle Christine, Batra Anil, Renner Tobias, Brandhorst Isabel
Department of Child and Adolescent Psychiatry, Psychosomatics and Psychotherapy, University Hospital Tübingen, Tübingen, Germany.
German Center for Mental Health (DZPG), Partner Site Tübingen, Tübingen, Germany.
JMIR Form Res. 2025 May 26;9:e63258. doi: 10.2196/63258.
In Germany, there are still many young people with gaming disorder (GD) who do not use or cannot access existing treatment services. Given the increasing prevalence of internet use disorders and GD, especially among young people in Germany, there is a need to provide additional low-threshold treatment options that are easily accessible anywhere. Web-based interventions (WBIs) can be used to achieve this goal.
The aim of this study was to explore the treatment needs of young people with GD in Germany and derive implications for the development of a self-guided WBI for GD.
Using a qualitative study design, we conducted a focus group with 3 young male adults and semistructured individual interviews with 3 male adolescents. Data were analyzed using qualitative content analysis. The reporting of this study followed the COREQ (Consolidated Criteria for Reporting Qualitative Research) guidelines.
Participants' expectations of web-based help in general and of a self-guided WBI for GD revealed a wide variety of sometimes conflicting user needs. For example, by analyzing participants' experiences with successful strategies, we found that external stabilizers (eg, parental control and support group meetings) were helpful in managing GD. However, with regard to a WBI, participants described it as a barrier if the WBI created "too much pressure." On the other hand, "not enough pressure" (ie, not enough external control) was also mentioned as a barrier. The belief that gaming is rewarding and that only equally rewarding activities are successful alternatives to gaming is in tension with the fact that changing problematic gaming behavior can be stressful and not feel rewarding at all. The data also showed that, on the one hand, a WBI should be designed to be attractive (eg, by incorporating gaming elements) but that it should not be too attractive as this, in turn, could trigger GD.
A self-guided WBI for GD should consider and address conflicting user needs. Ambivalence of needs in the face of coping with GD should not be seen as a problem but as a normal part of a change process and, therefore, actively integrated into the WBI concept and storyline.
German Clinical Trials Register DRKS00032334; https://drks.de/search/en/trial/DRKS00032334.
在德国,仍有许多患有游戏障碍(GD)的年轻人未使用或无法获得现有的治疗服务。鉴于网络使用障碍和游戏障碍的患病率不断上升,尤其是在德国的年轻人中,需要提供更多易于在任何地方获取的低门槛治疗选择。基于网络的干预措施(WBI)可用于实现这一目标。
本研究的目的是探讨德国患有游戏障碍的年轻人的治疗需求,并为开发一种针对游戏障碍的自我引导式WBI得出启示。
采用定性研究设计,我们对3名成年男性青年进行了焦点小组访谈,并对3名男性青少年进行了半结构化个人访谈。使用定性内容分析法对数据进行分析。本研究的报告遵循COREQ(定性研究报告统一标准)指南。
参与者对一般网络帮助以及针对游戏障碍的自我引导式WBI的期望揭示了各种各样有时相互冲突的用户需求。例如,通过分析参与者对成功策略的体验,我们发现外部稳定剂(如家长控制和支持小组会议)有助于管理游戏障碍。然而,对于WBI,如果WBI产生“太大压力”,参与者将其描述为一种障碍。另一方面,“压力不足”(即外部控制不足)也被提及为一种障碍。认为游戏有益且只有同样有益的活动才是游戏的成功替代方案的观点,与改变有问题的游戏行为可能会有压力且根本感觉不到有益这一事实相矛盾。数据还表明,一方面,WBI应设计得具有吸引力(如通过融入游戏元素),但不应过于有吸引力,因为这反过来可能引发游戏障碍。
针对游戏障碍的自我引导式WBI应考虑并解决相互冲突的用户需求。面对游戏障碍时需求的矛盾不应被视为一个问题,而应被视为改变过程的正常部分,因此应积极融入WBI的概念和故事情节中。
德国临床试验注册中心DRKS00032334;https://drks.de/search/en/trial/DRKS00032334 。