{"title":"The Influence of Health Education and Group Therapy on Adolescent Online Gamers' Self-Concepts","authors":"Boby Nurmagandi, A. Y. Hamid, Ria Utami","doi":"10.5708/ejmh/17.2022.1.4.","DOIUrl":null,"url":null,"abstract":"Introduction: The rapid development of online games is currently marked by the increasing number of adolescent game players. This was particularly true during the COVID-19 pandemic that forced all activities to be done at home. Adolescents who play online games excessively, however, can risk their self-concept. Adolescents’ ability to control the increasing habit of playing online games can help them reduce the risk of self-concept problems by enhancing their adaptive behavior at their crucial psychosocial development stage. Health education and group therapy can be employed to attain this goal. Aims: The authors of this study aim to determine the effectiveness of health education and group therapy regarding the self-concept of adolescents who play online games excessively. Methods: As the research design, this study applied a quasi-experimental pre-posttest with a control group. The research respondents were selected using the stratified, proportional, and simple random sampling techniques. Seventy-six adolescents comprised the respondents of this study, divided into two groups. The respondents’ inclusion criteria were adolescents aged 15–16 years old who had played online games for at least the last 12 months. Results: The self-concept of adolescents in the intervention group has increased after implementing health education and group therapy (p < .05). In contrast to this, the self-concept of adolescents in the control group has not changed after implementing health education and group therapy (p > .05). Conclusions: Health education and group therapy effectively improve the self-concept of adolescent gamers.","PeriodicalId":42949,"journal":{"name":"European Journal of Mental Health","volume":null,"pages":null},"PeriodicalIF":0.6000,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"European Journal of Mental Health","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5708/ejmh/17.2022.1.4.","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"PSYCHOLOGY, CLINICAL","Score":null,"Total":0}
引用次数: 0
Abstract
Introduction: The rapid development of online games is currently marked by the increasing number of adolescent game players. This was particularly true during the COVID-19 pandemic that forced all activities to be done at home. Adolescents who play online games excessively, however, can risk their self-concept. Adolescents’ ability to control the increasing habit of playing online games can help them reduce the risk of self-concept problems by enhancing their adaptive behavior at their crucial psychosocial development stage. Health education and group therapy can be employed to attain this goal. Aims: The authors of this study aim to determine the effectiveness of health education and group therapy regarding the self-concept of adolescents who play online games excessively. Methods: As the research design, this study applied a quasi-experimental pre-posttest with a control group. The research respondents were selected using the stratified, proportional, and simple random sampling techniques. Seventy-six adolescents comprised the respondents of this study, divided into two groups. The respondents’ inclusion criteria were adolescents aged 15–16 years old who had played online games for at least the last 12 months. Results: The self-concept of adolescents in the intervention group has increased after implementing health education and group therapy (p < .05). In contrast to this, the self-concept of adolescents in the control group has not changed after implementing health education and group therapy (p > .05). Conclusions: Health education and group therapy effectively improve the self-concept of adolescent gamers.
期刊介绍:
The European Journal of Mental Health, an open-access, peer reviewed, interdisciplinary, professional journal concerned with mental health, personal well-being and its supporting ecosystems that acknowledge the importance of people’s interactions with their environments, established in 2006, is published on 280 pages per volume in English and German by the Semmelweis University Institute of Mental Health. The journal’s professional oversight is provided by the Editor-in-Chief and an international Editorial Board, assisted by an Advisory Board. The semiannual journal, with issues appearing in June and December, is published in Budapest. The journal aims at the dissemination of the latest scientific research on mental health and well-being in Europe. It seeks novel, integrative and comprehensive, applied as well as theoretical articles that are inspiring for professionals and practitioners with different fields of interest: social and natural sciences, humanities and different segments of mental health research and practice. The primary thematic focus of EJMH is the social-ecological antecedents of mental health and foundations of human well-being. Most specifically, the journal welcomes contributions that present high-quality, original research findings on well-being and mental health across the lifespan and in historical perspective.