Intervention for Adolescent Gaming Addiction using Nominal Group Technique

Authors

  • Koay Gim Ling School of Educational Studies, Universiti Sains Malaysia, Penang Malaysia
  • Syed Mohamad Syed Abdullah School of Educational Studies, Universiti Sains Malaysia, Penang Malaysia
  • Zulfa Saleh School of Educational Studies, Universiti Sains Malaysia, Penang Malaysia

DOI:

https://doi.org/10.21834/e-bpj.v10iSI24.6355

Keywords:

Adolescents, Gaming Addiction, Intervention Module, Nominal Group Technique

Abstract

The rapid rise in problematic gaming behaviours among adolescents has become a public concern. It contributes to social, academic, mental, behavioural, and physical health problems. Thus, the Nominal Group Technique (NGT) was utilised to design the intervention module and identify the primary components and elements of the intervention module framework. Through the NGT, seven expert counsellors validated key components, such as awareness of gaming habits, cognitive strategies, behaviour modifications, and relapse prevention. Using the NGT approach, the findings were employed to establish the main components as well as elements of the intervention module for gaming addiction behaviour among adolescents.

References

Akbari, M., Bahadori, M. H., Khanbabaei, S., Milan, B. B., Horvath, Z., Griffiths, M. D., & Demetrovics, Z. (2023). Psychological predictors of the co-occurrence of problematic gaming, gambling, and social media use among adolescents. Computers in Human Behavior, 140, 1–12. https://doi.org/10.1016/j.chb.2022.107589 DOI: https://doi.org/10.1016/j.chb.2022.107589

American Psychiatric Association. (2013). Diagnostic and Statistical Manual of Mental Disorders. American Psychiatric Association. https://psycnet.apa.org/doi/10.1176/appi.books.9780890425596 DOI: https://doi.org/10.1176/appi.books.9780890425596

André, F., Broman, N., Håkansson, A., & Claesdotter-Knutsson, E. (2020). Gaming addiction, problematic gaming and engaged gaming – Prevalence and associated characteristics. Addictive Behaviors Reports, 12, 1–7. https://doi.org/10.1016/j.abrep.2020.100324 DOI: https://doi.org/10.1016/j.abrep.2020.100324

André, F., Kapetanovic, S., Einarsson, I., Trebbin Harvard, S., Franzén, L., Möttus, A., Håkansson, A., & Claesdotter-Knutsson, E. (2023). Relapse prevention therapy for internet gaming disorder in Swedish child and adolescent psychiatric clinics: a randomized controlled trial. Frontiers in Psychiatry, 14, 1–10. https://doi.org/10.3389/fpsyt.2023.1256413 DOI: https://doi.org/10.3389/fpsyt.2023.1256413

Bersani, F. S., Barchielli, B., Ferracuti, S., Panno, A., Carbone, G. A., Massullo, C., Farina, B., Corazza, O., Prevete, E., Tarsitani, L., Pasquini, M., Biondi, M., & Imperatori, C. (2021). The association of problematic use of social media and online videogames with aggression is mediated by insomnia severity: A cross-sectional study in a sample of 18- to 24-year-old individuals. Aggressive Behavior, 48(3), 348–355. https://doi.org/10.1002/ab.22008 DOI: https://doi.org/10.1002/ab.22008

Chang, S. mei, & Lin, S. S. J. (2019). Online gaming motive profiles in late adolescence and the related longitudinal development of stress, depression, and problematic internet use. Computers and Education, 135, 123–137. https://doi.org/10.1016/j.compedu.2019.02.003 DOI: https://doi.org/10.1016/j.compedu.2019.02.003

Chen, Y., Lu, J., Wang, L., & Gao, X. (2023). Effective interventions for gaming disorder: A systematic review of randomized control trials. Frontiers in Psychiatry, 14, 1–11. https://doi.org/10.3389/fpsyt.2023.1098922 DOI: https://doi.org/10.3389/fpsyt.2023.1098922

Delbecq, A. L., & Van de Ven, A. H. (1971). A group process model for problem identification and program planning. The Journal of Applied Behavioral Science, 7(4), 466–492. https://doi.org/10.1177/002188637100700404 DOI: https://doi.org/10.1177/002188637100700404

King, D. L., & Delfabbro, P. H. (2014). The cognitive psychology of Internet gaming disorder. Clinical Psychology Review, 34(4), 298–308. https://doi.org/10.1016/j.cpr.2014.03.006 DOI: https://doi.org/10.1016/j.cpr.2014.03.006

King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2010). Cognitive behavioral therapy for problematic video game players:Conceptual considerations and practice issues. Journal of Cyber Therapy and Rehabilitation, 3(3), 261–273. https://link.gale.com/apps/doc/A241861634/AONE?u=anon~11edbd98&sid=bookmark-AONE&xid=bfcd865a

Koay, G. L., & Syed Mohammad, S. A. (2024). Understanding Adolescent Gaming Addiction: Predictors, Influences, and Consequences. International Journal of Education, Psychology and Counselling (IJEPC), 9(55), 445–463. https://gaexcellence.com/index.php/ijepc/article/view/4234 DOI: https://doi.org/10.35631/IJEPC.955030

Kuriala, G. K., & Reyes, M. E. S. (2020). Efficacy of the Acceptance and Cognitive Restructuring Intervention Program (ACRIP) on the Internet Gaming Disorder Symptoms of Selected Asian Adolescents. Journal of Technology in Behavioral Science, 5(3), 238–244. https://doi.org/10.1007/s41347-020-00132-z DOI: https://doi.org/10.1007/s41347-020-00132-z

Liu, C., & Chang, I. (2016). Model of online game addiction: The role of computer-mediated communication motives. Telematics and Informatics, 33(4), 904–915. https://doi.org/10.1016/J.TELE.2016.02.002 DOI: https://doi.org/10.1016/j.tele.2016.02.002

Lomax, P., & McLeman, P. (1984). The Uses and abuses of nominal group technique in polytechnic course evaluation. Studies in Higher Education, 9(2), 183–190. https://doi.org/10.1080/03075078412331378834 DOI: https://doi.org/10.1080/03075078412331378834

McMillan, S. S., King, M., & Tully, M. P. (2016). How to use the nominal group and Delphi techniques. International Journal of Clinical Pharmacy, 38(3), 655–662. https://doi.org/10.1007/s11096-016-0257-x DOI: https://doi.org/10.1007/s11096-016-0257-x

Muqsith A., Hussin, Z., Yusof Fakulti Kejuruteraan, F., Ridhuan Mohd Jamil Jabatan Kejuruteraan Mekanikal, M., & Nilai, P. (2017). Nominal Group Technique (Ngt) Dan Aplikasinya Terhadap Pembinaan Elemen Etika Dan Nilai (Akhlak) Berasaskan Aktiviti Inkuiri. Kolej Komuniti Journal of Social Sciences and Humanities, 1, 128–2875.

Mustapha, R., Ibrahim, N., Mahmud, M., Jaafar, A. B., Wan Ahmad, W. A., & Mohamad, N. H. (2022). Brainstorming the Students Mental Health after Covid-19 Outbreak and How to Curb from Islamic Perspectives: Nominal Group Technique Analysis Approach. International Journal of Academic Research in Business and Social Sciences, 12(2), 90-99. https://doi.org/10.6007/IJARBSS/v12-i2/12367 DOI: https://doi.org/10.6007/IJARBSS/v12-i2/12367

Schettler, L. M., Thomasius, R., & Paschke, K. (2024). Emotional dysregulation predicts problematic gaming in children and youths: a cross-sectional and longitudinal approach. European Child and Adolescent Psychiatry, 33(2), 605–616. https://doi.org/10.1007/s00787-023-02184-x DOI: https://doi.org/10.1007/s00787-023-02184-x

Sharma, M. K., Anand, N., Tadpatrikar, A., Marimuthu, P., & Narayanan, G. (2022). Effectiveness of multimodal psychotherapeutic intervention for internet gaming disorder. Psychiatry Research, 314, 1–28. https://doi.org/10.1016/j.psychres.2022.114633 DOI: https://doi.org/10.1016/j.psychres.2022.114633

Tortolero, S. R., Peskin, M. F., Baumler, E. R., Cuccaro, P. M., Elliott, M. N., Davies, S. L., Lewis, T. H., Banspach, S. W., Kanouse, D. E., & Schuster, M. A. (2014). Daily violent video game playing and depression in preadolescent youth. Cyberpsychology, Behavior, and Social Networking, 17(9), 609–615. https://doi.org/10.1089/cyber.2014.0091 DOI: https://doi.org/10.1089/cyber.2014.0091

Wölfling, K., & Dominick, N. (2022). Using cognitive behavioral therapy as the select treatment approach for problematic Internet usage. Current Opinion in Behavioral Sciences, 45, 1–4. https://doi.org/10.1016/j.cobeha.2022.101121 DOI: https://doi.org/10.1016/j.cobeha.2022.101121

World Health Organization. (2018). Inclusion of “gaming disorder” in ICD-11. World Health Organization. https://www.who.int/news/item/14-09-2018-inclusion-of-gaming-disorder-in-icd-11

World Health Organization. (2020). Addictive behaviours: gaming disorder. World Health Organization. https://www.who.int/news-room/questions-and-answers/item/addictive-behaviours-gaming-disorder

Zakaria, A. S. binti, & Adnan, W. H. (2022). Youth Awareness: A Survey on Mobile Gaming Addiction Concerning Physical Health Performance on Young Adults in Malaysia. Journal of Media and Information Warfare, 15(1), 85–98. https://ir.uitm.edu.my/id/eprint/58300

Downloads

Published

2025-01-25

How to Cite

Ling, K. G., Syed Abdullah, S. M., & Saleh, Z. (2025). Intervention for Adolescent Gaming Addiction using Nominal Group Technique. Environment-Behaviour Proceedings Journal, 10(SI24), 17–23. https://doi.org/10.21834/e-bpj.v10iSI24.6355