Aims: Problematic gaming is a distinguishable problem associated with impairments to personal well-being. The Restart program is a novel digital intervention that was designed to help individuals improve their control over excessive gaming. This study aimed to investigate the feasibility and preliminary outcomes of the Restart program on gaming behaviour and well-being among problematic gamers.
Methods: We utilised a quasi-experimental design, including one group with pre-and post-test measurements; no control group was employed. The analysed data described individuals' life situations, gaming behaviour, problematic gaming, compulsive internet use and subjective well-being. Data were collected at the baseline and post-program time points, as well as 3 months after the end of the program, and analysed using a linear mixed model. At the baseline, 110 individuals engaged in the intervention, and 50 participants completed all pre-, post- and follow-up tests.
Results: Statistically significant differences between the baseline and post-program scores were discerned for all variables. Moreover, the total time spent on gaming and the proportion of problematic gaming time decreased across the post-intervention and follow-up time points, a trend that may reflect changes in gaming control and behaviour. The results also revealed improvements in subjective well-being among participants.
Conclusions: Participants showed improvements in gaming behaviour and well-being, suggesting that participation in the Restart program may be associated with positive changes; however, the findings remain preliminary. Future research should focus on the long-term benefits of such therapeutic approaches.
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