TY - JOUR
T1 - The Influence of Health Education and Group Therapy on Adolescent Online Gamers' Self-Concepts
AU - Nurmagandi, Boby
AU - Hamid, Achir Yani S.
AU - Panjaitan, Ria Utami
N1 - Publisher Copyright:
© 2022 Semmelweis University Institute of Mental Health. All rights reserved.
PY - 2022
Y1 - 2022
N2 - 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.
AB - 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.
KW - adolescence
KW - group therapy
KW - health education
KW - online games addictions
KW - self-concept
UR - http://www.scopus.com/inward/record.url?scp=85134422805&partnerID=8YFLogxK
U2 - 10.5708/EJMH/17.2022.1.4
DO - 10.5708/EJMH/17.2022.1.4
M3 - Article
AN - SCOPUS:85134422805
SN - 1788-4934
VL - 17
SP - 37
EP - 46
JO - European Journal of Mental Health
JF - European Journal of Mental Health
IS - 1
ER -