Evidence map›Paper›PMID 40418804›Full record

ArticleJMIR formative research2025

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.

Birte Linny Geisler, Kay Uwe Petersen, Sara Hanke, Simon Schurer, Anne Schreiber, Christine Lämmle, Anil Batra, Tobias Renner, Isabel Brandhorst

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Article in JMIR formative research, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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1 · What the graph read from it

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2 · The registry

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3 · Its place in the literature

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4 · The record

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5 · Who and what money

Authors and funding

9 authors.

Birte Linny GeislerDepartment of Child and Adolescent Psychiatry, Psychosomatics and Psychotherapy, University Hospital Tübingen, Tübingen, Germany.ORCID 0009-0002-8623-2605
Kay Uwe PetersenGerman Center for Mental Health (DZPG), Partner Site Tübingen, Tübingen, Germany.ORCID 0000-0001-5111-7506
Sara HankeGerman Center for Mental Health (DZPG), Partner Site Tübingen, Tübingen, Germany.ORCID 0000-0003-2134-5190
Simon SchurerDepartment of Child and Adolescent Psychiatry, Psychosomatics and Psychotherapy, University Hospital Tübingen, Tübingen, Germany.ORCID 0009-0009-0925-1889
Anne SchreiberDepartment of Child and Adolescent Psychiatry, Psychosomatics and Psychotherapy, University Hospital Tübingen, Tübingen, Germany.ORCID 0009-0003-3354-7985
Christine LämmleDepartment of Child and Adolescent Psychiatry, Psychosomatics and Psychotherapy, University Hospital Tübingen, Tübingen, Germany.ORCID 0009-0008-4610-678X
Anil BatraGerman Center for Mental Health (DZPG), Partner Site Tübingen, Tübingen, Germany.ORCID 0000-0001-7470-9037
Tobias RennerDepartment of Child and Adolescent Psychiatry, Psychosomatics and Psychotherapy, University Hospital Tübingen, Tübingen, Germany.ORCID 0000-0002-2151-9480
Isabel BrandhorstDepartment of Child and Adolescent Psychiatry, Psychosomatics and Psychotherapy, University Hospital Tübingen, Tübingen, Germany.ORCID 0009-0006-9548-3456

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundIn Germany, there are still many young people with gaming disorder (GD) who do not use or cannot access existing treatment services. Given the increasing prevalence of internet use disorders and GD, especially among young people in Germany, there is a need to provide additional low-threshold treatment options that are easily accessible anywhere. Web-based interventions (WBIs) can be used to achieve this goal.

objectiveThe aim of this study was to explore the treatment needs of young people with GD in Germany and derive implications for the development of a self-guided WBI for GD.

methodsUsing a qualitative study design, we conducted a focus group with 3 young male adults and semistructured individual interviews with 3 male adolescents. Data were analyzed using qualitative content analysis. The reporting of this study followed the COREQ (Consolidated Criteria for Reporting Qualitative Research) guidelines.

resultsParticipants' expectations of web-based help in general and of a self-guided WBI for GD revealed a wide variety of sometimes conflicting user needs. For example, by analyzing participants' experiences with successful strategies, we found that external stabilizers (eg, parental control and support group meetings) were helpful in managing GD. However, with regard to a WBI, participants described it as a barrier if the WBI created "too much pressure." On the other hand, "not enough pressure" (ie, not enough external control) was also mentioned as a barrier. The belief that gaming is rewarding and that only equally rewarding activities are successful alternatives to gaming is in tension with the fact that changing problematic gaming behavior can be stressful and not feel rewarding at all. The data also showed that, on the one hand, a WBI should be designed to be attractive (eg, by incorporating gaming elements) but that it should not be too attractive as this, in turn, could trigger GD.

conclusionsA self-guided WBI for GD should consider and address conflicting user needs. Ambivalence of needs in the face of coping with GD should not be seen as a problem but as a normal part of a change process and, therefore, actively integrated into the WBI concept and storyline.

trial registrationGerman Clinical Trials Register DRKS00032334; https://drks.de/search/en/trial/DRKS00032334.

Indexed as

Behavior, AddictiveInternet Addiction DisorderInternet-Based InterventionVideo GamesAdolescentAdultFocus GroupsGermanyHumansInternetInterviews as TopicMaleQualitative ResearchYoung AdultadolescentsAIartificial intelligencedigital interventiongaming disorderself-guided web-based interventiontreatment needsuser-centered designyoung adultsyouth

Identifiers

PMID40418804
PMCPMC12149767

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LicenceCC BY
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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.