Keywords: adolescent, video games, community-based participatory research, technology addiction, mindfulness
Background:
Videogames are one of the most powerful learning and personal development tools for young people. However, the intensive and problematic use of video games can have negative consequences in terms of health and coexistence. In one out of six Galician adolescents, the use of videogames could already be a problem.
Research questions:
Will the problematic use and possible addiction to videogames in adolescents decrease through a) a co-designed community action in which alternatives to the use of videogames are promoted and b) the improvement of personal resources of adolescents and surrounding adults?
Method:
Design: Pragmatic community trial to evaluate a complex intervention with adolescents and their environment, including: (a) community activities promoting games, physical activity and/or volunteering, (b) group sessions on emotional development for adolescents, and (c) online sessions for surrounding adults (family, teachers, health professionals).
Instruments: Main outcome includes Game Addiction Scale for Adolescents (GASA) and Internet Gaming Disorder Test (IGDT-10). Secondary variables include Problem Gambling Severity Index (PGSI), Child and Adolescent Mindfulness Measure (CAMM), Ryff Psychological Well-Being Scales for Children and Adolescents, and Patient Health Questionnaire (PHQ-9), among others.
Groups: Intervention: first-year secondary classrooms in six centers in the health area of participating primary care centers in Galicia (Spain). Control: classrooms from nearby areas with similar socio-demographics. Randomized selection. Expected participation: 85% adolescents, 50% invited adults.
Analysis: Multilevel mixed models adjusted for clustering.
Results:
Baseline results (disaggregated by gender) will be presented at the conference. They will be recorded after the start of the project, scheduled for the second half of September.
Conclusions:
N/A
Points for discussion:
Could you share with us your experience in co-design with adolescents?
Empowerment of families as agents of change and sustainability of effects beyond the intervention period.
#48