Kapetanovic Sabina, Wilts Sophie, Werner Marie, Claesdotter-Knutsson Emma
Department of social and behavioural studies, University West, Trollhättan, Sweden.
Department of Clinical Sciences Lund, Faculty of Medicine Lund University, Lund, Sweden.
Scand J Child Adolesc Psychiatr Psychol. 2025 Jun 14;13(1):57-67. doi: 10.2478/sjcapp-2025-0007. eCollection 2025 Jan.
Screen use, including gaming and social media, has increased over the past decade, potentially having adverse effects on child development and mental health. To prevent the potential problems arising from excessive screen use (ESU) and problem gaming (PG) scholars have developed a Family centered program for PG and ESU (FAME) involving both children and at least one parent in the program. The aim of this study was to explore the experiences of children's and parents' participation in the pilot-FAME program.
Out of ten families who participated in the pilot-FAME, eight children (age 12-15; two girls), along with ten parents, out of which three fathers, participated in individual semi-structured interviews involving questions about a) families' perceptions of the program and b) suggestions for improvement of the program. The data were analyzed with Reflexive Thematic Analysis.
Four distinct themes were constructed: Theme 1, "Positivity regarding program", Theme 2, "Criticism regarding the program", Theme 3, "Program delivery", and Theme 4, "Content development". Specifically, while the program was well-received for its group format and the peer support it facilitated, making adaptions such as incorporating more discussion and learning opportunities, along with extending the duration, would have potential to improve its delivery and feasibility.
The pilot-FAME program shows promise in addressing the challenges associated with PG and ESU among children and their parents. With further refinements, the program could become an effective tool for supporting healthy family dynamics and screen use.
在过去十年中,包括游戏和社交媒体在内的屏幕使用有所增加,这可能会对儿童发育和心理健康产生不利影响。为防止过度使用屏幕(ESU)和问题游戏(PG)引发潜在问题,学者们开发了一项以家庭为中心的PG和ESU项目(FAME),该项目让儿童和至少一位家长参与其中。本研究的目的是探讨儿童和家长参与FAME试点项目的体验。
在参与FAME试点项目的十个家庭中,八名儿童(年龄12 - 15岁;两名女孩)以及十名家长(其中三名是父亲)参与了个人半结构化访谈,访谈问题包括:a)家庭对该项目的看法;b)对项目改进的建议。采用反思性主题分析法对数据进行分析。
构建了四个不同的主题:主题1,“对项目的积极看法”;主题2,“对项目的批评”;主题3,“项目实施”;主题4,“内容开发”。具体而言,该项目因其小组形式和所促进的同伴支持而受到好评,但进行一些调整,如增加更多讨论和学习机会,以及延长项目时长,可能会改善其实施和可行性。
FAME试点项目在应对儿童及其家长中与PG和ESU相关的挑战方面显示出前景。经过进一步完善,该项目可能会成为支持健康家庭动态和屏幕使用的有效工具。