Adolescents' and Parents' Perspectives: A Gaming Disorder Intervention in Singapore
Published date | 01 February 2021 |
Author | Timothy Sim,Hyekyung Choo,Anita Low‐Lim,Jocelyn Lau |
Date | 01 February 2021 |
DOI | http://doi.org/10.1111/fare.12474 |
T SThe Hong Kong Polytechnic University
H CNational University of Singapore
A L-LTOUCH Community Services
J LThe Keswick Foundation
Adolescents’ and Parents’ Perspectives: A Gaming
Disorder Intervention in Singapore
Objective: This study aimed to understand use-
ful components and mechanisms in treating ado-
lescent gaming disorder.
Background: Although video gaming has
become a pervasive part of adolescents’ daily
life that can lead to educational, physical,
psychological, and social problems, there is
ongoing debate as to whether this is an addic-
tion, and there is little evidence about treatment
effectiveness.
Method: This process research used a case
study design and conducted individual
semistructured interviews with 10 male adoles-
cents and 11 parents after they had completed a
treatment program.
Results: Fourtreatment components (individual
counseling, family counseling, group mentoring
and social support, and alternative activities)
were generally found to be useful. Counselors
were able to engage the adolescents and serve
as role models in gaming throughcreative use of
technology.
Conclusion: Practitioners working with adoles-
cents with gaming disorder should attend to
their developmental needs pertaining to gaming,
Department of Applied Social Sciences, the Hong Kong
Polytechnic University, Hung Hom, Kowloon, Hong Kong
(timothy.sim@polyu.edu.hk).
Key Words: adolescents, families, gaming disorder, parents.
health, psychosocial, and educational aspects
relevant to the Asian context.
Implications: Practitioners should go beyond
counseling rooms and adopt different strategies
to reach out and work with adolescents who
are struggling with excessive gaming in different
therapeutic settings via engaging and working
with them in individual, family, and group con-
texts using technology,particularly video games.
In recent studies conducted in China (Wang
et al., 2013),HongKong(Wanget al., 2014),
Japan (Mihara etal.,2016), Korea (Chung
et al., 2019),Spain(TejeiroSalguero&
Moran,2002), and the United States (Gen-
tile et al., 2009),8% to 16% ofadolescents are
identied as having a gaming addiction (World
Health Organization [WHO], 2018a). This com-
plex phenomenon has various unique aspects,
including psychological (e.g., personality,
life satisfaction, past psychological maltreat-
ment, loneliness), social (e.g., socioeconomic,
family, learning environments, cyberPsycho
effects), and cultural (e.g., differences in gov-
ernment, ethnicity, and culture; Bozoglan, 2018;
Young, 2017) factors. Gaming addiction in ado-
lescents may be related to their relationship with
parents, peers, and school (Young,2009; Zhu
et al., 2015).Adolescentsfromfamilieswith
better family functioning, such as more positive
90Family Relations 70 (February 2021): 90–103
DOI:10.1111/fare.12474
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