Publication Details
Issue: Vol 5, No 4 (2024)
Pages: 221-229
ISSN: 2660-4159

Abstract

Social media and other digital technology are undoubtedly being used by individuals more regularly for informational and entertainment purposes. To alter the internet gaming habits of male high school students, the researcher employed The Transtheoretical Model of Change. Objective: This study aims to examine the effectiveness of the Stage-Matched Intervention in altering the digital gaming behavior of male high school students.  Methods: A controlled, randomized trial as the basis for the experimental design. The tenth, eleventh, and twelfth grades of a male high school (16–18 years old) were the classes from which the study participants were selected. The study group and the control group, each consisting of 72 students, were chosen from a randomly assigned of participants. The study instrument consists of Lemmens questionnaire (problematic gaming measure), The Stage of Change for problematic gaming, Decisional Balance of digital game use, Oasis measure (anxiety measure), Barratt impulsiveness measure (impulsivity measure), and Cantrill Scale (wellness measure). A self-reporting questionnaire was used to gather the data. Results: Over time, statistically significant differences have been observed between the study and control groups in regard to the Stage of Change, Processes of Change, Decisional Balance, and Self-Efficacy for study group participants. Conclusions: As a result of the intervention that was given, participants were moved to higher Stages of Change. As participants advance through the stages of change, they employ more change processes.  ClinicalTrials.gov Identifier: NCT05949905  Registration Date: July 9th, 2023.

Keywords
Adolescents Problematic Digital Gaming Gaming Disorder Addiction