Figures & data
Table 1 Overview of the “Participatory Learning School and Family Based Intervention Program for Preventing Game Addiction by Developing Self-Regulation” modules and instructional activities
Table 2 Baseline characteristics of students (N = 310)
Table 3 Baseline characteristics of parents (N = 310)
Table 4 Baseline characteristics of participants’ gaming behavior (N = 310)
Table 5 Baseline characteristics of participant gaming behavior among students who played games (N = 304)
Figure 2 Changes over time of GAST scores between the intervention group and control group.
![Figure 2 Changes over time of GAST scores between the intervention group and control group.](/cms/asset/ebd032d8-1f44-4729-a5cb-c8acc50d87c5/dprb_a_145868_f0002_c.jpg)
Figure 3 Change over time of GAPS scores between the intervention group and control group.
![Figure 3 Change over time of GAPS scores between the intervention group and control group.](/cms/asset/071a015a-8d54-4c82-bb5f-e25fb5349990/dprb_a_145868_f0003_c.jpg)
Table 6 Repeated measures ANOVA of knowledge, attitude toward gaming and its effect, GAST scores, and GAPS scores between the intervention and control groups (N = 307)
Table 7 Pairwise comparisons of the different measurements of knowledge, attitude, GAST, and GAPS scores between the intervention group (n = 148) and control group (n = 159)
Table 8 Differences among students who played games and did not play games among the intervention and the control groups at baseline, post-intervention, and the 3-month follow-up
Table 9 Comparison of frequency and amount of time spent on gaming at post-intervention and 3-month follow-up between the intervention group and the control group (n = 307)