ArticlePsychiatry investigation2023
The Effectiveness of Game Coding Education on Problematic Internet Gaming.
Article in Psychiatry investigation, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers, 1 of them a synthesis that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
4 citing papers in PubMed, 1 synthesis or guideline pooled it, 8 citations in OpenAlex.
- Therapeutic Interventions Targeted at Problematic Use of Digital Technology: Systematic Review and Meta-Analysis of Evidence.JMIR mental health · 2026Pooled it
- Development and Effectiveness of Humanities-Based Cognitive Behavior Therapy for Adolescents With Problematic Gaming Behavior.Psychiatry investigation · 2026Article
- Effectiveness of Non-Pharmacological Interventions on Gaming Disorder: A Systematic Review and Meta-Analysis.Psychiatry investigation · 2025Article
- Comparing the effectiveness of game literacy education and game coding education in improving problematic internet gaming.Frontiers in psychiatry · 2024Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors at 1 institution in 1 country.
Funding
Abstract
objectiveProblematic internet gaming in adolescents is associated with various negative outcomes, such as low self-esteem, depression, anxiety, and attention problems. We hypothesized that game coding education, by improving adolescents' self-esteem, would be more effective than game literacy education in mitigating problematic internet gaming.
methodsA total of 126 adolescents who voluntarily applied for the game coding education and game literacy education program of the "Visiting Game Class" project operated by the Game Cultural Foundation participated in this study. We collected data on demographics, gaming patterns, and psychological status, including positive or negative perceptions of online games, depression, and anxiety. We designated those with scores higher than 40 on Young's Internet Addiction Scale as the "problematic internet gaming" group.
resultsOnly game coding education was significantly effective in decreasing internet use, lowering depressive symptoms, and improving self-esteem. In the hierarchical logistic regression analysis, more frequent education time, coding education, stronger negative perceptions of gaming, and high self-esteem predicted decreased internet gaming among participants exhibiting problematic internet gameplay.
conclusionGame coding education effectively mitigates problematic gaming by improving adolescents' self-esteem. Thus, it may be beneficial to increase education time and devise game education programs tailored to adolescents' psychological status.
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What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.