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Parents' and Children's Experiences of Participation in the Family Centered Program for Problematic Gaming and Excessive Screen Use in Child and Adolescent Population. | LitMetric

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Article Abstract

Background: Screen use, including gaming and social media, has increased over the past decade, potentially having adverse effects on child development and mental health. To prevent the potential problems arising from excessive screen use (ESU) and problem gaming (PG) scholars have developed a Family centered program for PG and ESU (FAME) involving both children and at least one parent in the program. The aim of this study was to explore the experiences of children's and parents' participation in the pilot-FAME program.

Method: Out of ten families who participated in the pilot-FAME, eight children (age 12-15; two girls), along with ten parents, out of which three fathers, participated in individual semi-structured interviews involving questions about a) families' perceptions of the program and b) suggestions for improvement of the program. The data were analyzed with Reflexive Thematic Analysis.

Results: Four distinct themes were constructed: Theme 1, "Positivity regarding program", Theme 2, "Criticism regarding the program", Theme 3, "Program delivery", and Theme 4, "Content development". Specifically, while the program was well-received for its group format and the peer support it facilitated, making adaptions such as incorporating more discussion and learning opportunities, along with extending the duration, would have potential to improve its delivery and feasibility.

Conclusion: The pilot-FAME program shows promise in addressing the challenges associated with PG and ESU among children and their parents. With further refinements, the program could become an effective tool for supporting healthy family dynamics and screen use.

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Source
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC12168701PMC
http://dx.doi.org/10.2478/sjcapp-2025-0007DOI Listing

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