Abstract

Background: Little is known about strategies or mechanics to improve self-regulation of video game play that could be developed into novel interventions. This study used a participatory approach with the gaming community to uncover insider knowledge about techniques to promote healthy play and prevent gaming disorder. Methods: We used a pragmatic approach to conduct a convergent-design mixed-methods study with participants attending a science fiction and education convention. Six participants answered questions about gaming engagement and self- or game-based regulation of gaming which were then categorized into pre-determined (a priori) themes by the presenters during the presentation. The categorized themes and examples from participant responses were presented back to participants for review and discussion. Seven participants ranked their top choices of themes for each question. The rankings were analyzed using a nonparametric approach to show consensus around specific themes. Results: Participants suggested several novel potential targets for preventive interventions including specific types of social (e.g., play with others in a group) or self-regulation processes (e.g., set timers or alarms). Suggestions for game mechanics that could help included clear break points and short missions, but loot boxes were not mentioned. Conclusions: Our consensus development approach produced many specific suggestions that could be implemented by game developers or tested as public health interventions, such as encouraging breaks through game mechanics, alarms or other limit setting; encouraging group gaming; and discussing and supporting setting appropriate time or activity goals around gaming (e.g., three quests, one hour). As some suggestions here have not been addressed previously as potential interventions, this suggests the importance of including gamers as stakeholders in research on the prevention of gaming disorder and the promotion of healthy gaming. A large-scale, online approach using these methods with multiple stakeholder groups could make effective use of players’ in-depth knowledge and help speed discovery and translation of possible preventive interventions into practice and policy.

Highlights

  • Research on problems with video game play has led to a proposed diagnosis of Internet gaming disorder (IGD) in the Diagnostic and Statistical Manual 5 [1] and inclusion of gaming disorder in ICD-11 [2]

  • Author MCC is a researcher specializing in video game play, technology use and mental health; author MC is an information technology specialist with game industry experience; and author AL is a professor specializing in digital health

  • We found that even a small group (n = 7) was able to offer many specific suggestions that could form the basis of preventive interventions (Figure 1)

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Summary

Introduction

Research on problems with video game play has led to a proposed diagnosis of Internet gaming disorder (IGD) in the Diagnostic and Statistical Manual 5 [1] and inclusion of gaming disorder in ICD-11 [2]. Little is known about strategies or mechanics to improve self-regulation of video game play that could be developed into novel interventions. Six participants answered questions about gaming engagement and self- or game-based regulation of gaming which were categorized into pre-determined (a priori) themes by the presenters during the presentation. The categorized themes and examples from participant responses were presented back to participants for review and discussion. Seven participants ranked their top choices of themes for each question. The rankings were analyzed using a nonparametric approach to show consensus around specific themes. Results: Participants suggested several novel potential targets for preventive interventions including specific types of social (e.g., play with others in a group) or self-regulation processes (e.g., set timers or alarms). Suggestions for game mechanics that could help included clear break points and short missions, but loot boxes were not mentioned

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