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Article: Evaluation of a multicomponent positive psychology program to prevent gaming disorder and enhance mental wellness in primary pupils: A randomized controlled trial

TitleEvaluation of a multicomponent positive psychology program to prevent gaming disorder and enhance mental wellness in primary pupils: A randomized controlled trial
Authors
Keywordsgamification
gaming addiction
intervention
mental health
problematic gaming
well-being
Issue Date1-Oct-2024
Citation
Journal of Behavioral Addictions, 2024, v. 13, n. 3, p. 871-883 How to Cite?
AbstractBackground and Aims: Gaming disorder (GD) is a prevalent and complex issue that has recently been recognized as a condition that impairs mental health, underscoring the urgent need for early prevention measures. This evaluation study examined the effectiveness of the Digital Netizen Alliance (D.N.A.) program, a new multicomponent positive psychology program for preventing GD and bolstering mental wellness among Chinese children. Methods: Drawing on gamification and positive psychology principles, the program builds four key positive skills collectively referred to as the P-A-G-E framework: psychological resilience, active coping, growth mindset, and emotion regulation. A randomized controlled trial was conducted with 264 primary school pupils attending fourth, fifth, or sixth grade in Hong Kong (63% female; mean age = 10.83, SD = 1.18). Results: The findings revealed that participation in the program effectively promoted active coping, a growth mindset, and emotion regulation. Moreover, program participation alleviated GD symptoms and reduced negative affect. These desirable changes were fully explained by the P-A-G-E framework. Discussion and Conclusions: The new D.N.A. program, which cultivates the positive psychology skills specified in the P-A-G-E framework, facilitates favorable psychological changes among children. These results emphasize the importance of using multicomponent frameworks for interventions targeting GD prevention.
Persistent Identifierhttp://hdl.handle.net/10722/356874
ISSN
2023 Impact Factor: 6.6
2023 SCImago Journal Rankings: 2.188
ISI Accession Number ID

 

DC FieldValueLanguage
dc.contributor.authorCheng, Cecilia-
dc.contributor.authorLi, Shuo-
dc.contributor.authorChen, Si-
dc.date.accessioned2025-06-22T00:35:12Z-
dc.date.available2025-06-22T00:35:12Z-
dc.date.issued2024-10-01-
dc.identifier.citationJournal of Behavioral Addictions, 2024, v. 13, n. 3, p. 871-883-
dc.identifier.issn2062-5871-
dc.identifier.urihttp://hdl.handle.net/10722/356874-
dc.description.abstractBackground and Aims: Gaming disorder (GD) is a prevalent and complex issue that has recently been recognized as a condition that impairs mental health, underscoring the urgent need for early prevention measures. This evaluation study examined the effectiveness of the Digital Netizen Alliance (D.N.A.) program, a new multicomponent positive psychology program for preventing GD and bolstering mental wellness among Chinese children. Methods: Drawing on gamification and positive psychology principles, the program builds four key positive skills collectively referred to as the P-A-G-E framework: psychological resilience, active coping, growth mindset, and emotion regulation. A randomized controlled trial was conducted with 264 primary school pupils attending fourth, fifth, or sixth grade in Hong Kong (63% female; mean age = 10.83, SD = 1.18). Results: The findings revealed that participation in the program effectively promoted active coping, a growth mindset, and emotion regulation. Moreover, program participation alleviated GD symptoms and reduced negative affect. These desirable changes were fully explained by the P-A-G-E framework. Discussion and Conclusions: The new D.N.A. program, which cultivates the positive psychology skills specified in the P-A-G-E framework, facilitates favorable psychological changes among children. These results emphasize the importance of using multicomponent frameworks for interventions targeting GD prevention.-
dc.languageeng-
dc.relation.ispartofJournal of Behavioral Addictions-
dc.rightsThis work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.-
dc.subjectgamification-
dc.subjectgaming addiction-
dc.subjectintervention-
dc.subjectmental health-
dc.subjectproblematic gaming-
dc.subjectwell-being-
dc.titleEvaluation of a multicomponent positive psychology program to prevent gaming disorder and enhance mental wellness in primary pupils: A randomized controlled trial-
dc.typeArticle-
dc.identifier.doi10.1556/2006.2024.00052-
dc.identifier.pmid39348198-
dc.identifier.scopuseid_2-s2.0-85205741273-
dc.identifier.volume13-
dc.identifier.issue3-
dc.identifier.spage871-
dc.identifier.epage883-
dc.identifier.eissn2063-5303-
dc.identifier.isiWOS:001342382400015-
dc.identifier.issnl2062-5871-

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