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Original Research

Effectiveness of school- and family-based interventions to prevent gaming addiction among grades 4–5 students in Bangkok, Thailand

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Pages 103-115 | Published online: 10 Apr 2018

Figures & data

Figure 1 Study population at baseline, post-intervention, and 3 months follow-up.

Figure 1 Study population at baseline, post-intervention, and 3 months follow-up.

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.

Abbreviation: GAST, Game Addiction Screening Test.
Figure 2 Changes over time of GAST scores between the intervention group and control group.

Figure 3 Change over time of GAPS scores between the intervention group and control group.

Abbreviation: GAPS, Game Addiction Protection Scale.
Figure 3 Change over time of GAPS scores between the intervention group and control group.

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)