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image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Computers in Human B...arrow_drop_down
image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
Computers in Human Behavior
Article . 2018 . Peer-reviewed
License: Elsevier TDM
Data sources: Crossref
DBLP
Article . 2025
Data sources: DBLP
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Effect of brief gaming abstinence on withdrawal in adolescent at-risk daily gamers: A randomized controlled study

Authors: Carlee Evans; Daniel L. King; Paul H. Delfabbro;

Effect of brief gaming abstinence on withdrawal in adolescent at-risk daily gamers: A randomized controlled study

Abstract

Abstract Adolescents who engage in habitual digital gaming activities may be at risk of gaming disorder. Regular periods of gaming abstinence may reduce gaming urges and control gaming at healthy levels. This study examined the impact of 84-hour gaming abstinence on withdrawal, affect, and psychological distress in adolescent habitual gamers. A two (Group: abstainers; control) x six (Time: baseline; day 1, day 2, day 3; post-test; 7-day follow-up) repeated measures design was employed. A sample of 37 adolescent participants were recruited by referral from parents with concerns about their gaming behavior. Participants completed questionnaires and answered open-ended reflective questions about gaming. Overall, the principal hypotheses received limited support. Both groups reported a significant reduction in withdrawal symptoms post-baseline, which was maintained at follow up. Abstainers felt bored without a daily gaming routine, but reportedly developed new gaming attitudes and engaged in family activities and outdoor physical activities. Daily self-monitoring may have reduced gaming withdrawal, and self-monitoring combined with brief abstinence may have fostered healthier gaming attitudes. However, the reduction in withdrawal among non-abstainers suggests that the relationship between urges to play games and actual time spent playing may not be straightforward.

Country
Australia
Related Organizations
Keywords

Adolescent, craving, withdrawal, internet gaming disorder, 150, media restriction, abstinence

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    popularity
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    influence
    This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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    impulse
    This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
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Powered by OpenAIRE graph
Found an issue? Give us feedback
selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
22
Top 10%
Average
Top 10%
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