ArticleFrontiers in psychology2019
Gamification for Internet Gaming Disorder Prevention: Evaluation of a Wise IT-Use (WIT) Program for Hong Kong Primary Students.
Article in Frontiers in psychology, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 19 papers, 3 of them syntheses that pooled it.
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Who cites it
19 citing papers in PubMed, 3 syntheses or guidelines pooled it.
- Prevention and Health Promotion Interventions for Young People in the Context of Digital Well-Being: Rapid Systematic Review.Journal of medical Internet research · 2024Pooled it
- Preventive Interventions for Internet Addiction in Young Children: Systematic Review.JMIR mental health · 2024Pooled it
- Effective interventions for gaming disorder: A systematic review of randomized control trials.Frontiers in psychiatry · 2023Pooled it
- Evaluation of a multicomponent positive psychology program to prevent gaming disorder and enhance mental wellness in primary pupils: A randomized controlled trial.Journal of behavioral addictions · 2024Trial
- The effect of gamification-based training on the knowledge, attitudes, and academic achievement of male adolescents in preventing substance and internet addiction.BMC medical education · 2023Trial
- Effectiveness of non-invasive interventions for internet gaming disorder: A meta-analysis of randomized controlled trials.World journal of psychiatry · 2025Article
- Forms of interventions for problematic usage of the internet: A scoping review.Journal of behavioral addictions · 2025Article
- Scoping review of interventions aimed at promoting healthy screen use among adolescents.BMJ open · 2025Article
- Psychological inoculation against problematic social media use among adolescents: An experimental study.Annals of the New York Academy of Sciences · 2025Article
- Applying user-centred techniques and expert feedback to refine an AI-based app for addressing mobile gaming addiction in adolescents.Dialogues in health · 2025Article
- Ambivalent User Needs as a Challenge and Chance for the Design of a Web-Based Intervention for Gaming Disorder: Qualitative Interview Study With Adolescents and Young Adults.JMIR formative research · 2025Article
- Decoding and modifying dynamic attentional bias in gaming disorder.Philosophical transactions of the Royal Society of London. Series B, Biological sciences · 2024Article
- Digital Interventions for Combating Internet Addiction in Young Children: Qualitative Study of Parent and Therapist Perspectives.JMIR pediatrics and parenting · 2024Article
- Digital Addiction Intervention for Children and Adolescents: A Scoping Review.International journal of environmental research and public health · 2023Article
- Unpacking the relation between children's use of digital technologies and children's well-being: A scoping review.Clinical child psychology and psychiatry · 2023Article
- Digital competence as a protective factor against gaming addiction in children and adolescents: A cross-sectional study in Hong Kong.The Lancet regional health. Western Pacific · 2022Article
- The Associations Between Gaming Motivation and Internet Gaming Disorder: Systematic Review and Meta-analysis.JMIR mental health · 2022Review
- Prevention Strategies to Address Problematic Gaming: An Evaluation of Strategy Support Among Habitual and Problem Gamers.The journal of primary prevention · 2021Article
- Internet Gaming Disorder, Risky Online Behaviour, and Mental Health in Hong Kong Adolescents: The Beneficial Role of Psychological Resilience.Frontiers in psychiatry · 2021Article
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Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Internet gaming disorder and risky online behavior (e.g., cyberbullying, exposure to online violent content) have emerged as serious problems in the digital age. Prevalence rates range from 4% to 40% across the globe, with Asia being one of the hardest-hit regions. To address these pressing problems, our team designed the Wise IT-use (WIT) program, a universal prevention program that (a) enhances students' awareness of Internet gaming disorder and an array of common risky online behaviors, and (b) equips them with sufficient knowledge to handle such problems. The WIT program design was based on gamification principles and flow theory to enhance users' motivation and learning experience. A program evaluation study was conducted to assess the social impact of this program in mitigating symptoms of Internet gaming disorder and risky online behavior, and in bolstering emotional well-being. The participants were 248 students aged 7 to 13 from four primary schools in various regions of Hong Kong. They completed validated questionnaires 1 month before and 2 months after participating in the program to evaluate changes in their symptoms of Internet gaming disorder, the frequency with which they displayed risky online behaviors, and their ratings of emotional well-being across the period. The results revealed that both the symptoms of Internet gaming disorder and the proportion of students at risk of the disorder were reduced after the program. The changes observed in students were related to higher levels of positive affect and lower levels of negative affect. Evidence from this study indicates that Internet gaming disorder and risky online behavior are detrimental to the emotional well-being of Hong Kong primary school students. More importantly, the findings demonstrate that our newly developed WIT program can have a social impact in successfully mitigating the symptoms of Internet gaming disorder and enhancing emotional well-being over time. The implications of these findings for the program's broader impact on society and culture are discussed.
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