Online Self-Help Acceptance and Commitment Therapy Module for College Students with Higher Gaming Disorder During COVID-19: A Pilot Study
Open accessAbstract
During the COVID-19 pandemic, there was an increase in online gaming behaviour among college students. This study aimed to examine the impact of online self-help interventions consisting of different components within the Acceptance and Commitment Therapy (ACT) framework on college students' gaming disorder and gaming frequency. Additionally, it evaluated the effectiveness of both interventions in addressing psychological distress among college students during the COVID-19 pandemic. One intervention was a full ACT program, which consists of six core components, while the other intervention focused on the engaged components of ACT (specifically targeting value-based actions). The study employed a 2 conditions (Full ACT vs. Engaged ACT) × 3 times (pre-, mid- and post-program) design to examine the effectiveness of these interventions. Each intervention consisted of 10 sessions, delivered at a frequency of five sessions per week over a 2-week period for both groups. The participants in this study were enrolled in two online classes. Participants with gaming disorder scores in the top 20% were selected and assigned to either the Full group (N = 49) or the Engaged group (N = 41) for the interventions. The study assessed outcome variables, including gaming disorder, psychological flexibility, daily gaming hours, weekly gaming days and psychological distress, at pre-intervention, mid-intervention, post-intervention and one-month follow-up for both groups. No significant differences were observed between the two groups on these outcomes at the pre-intervention stage. The findings of this study indicate that both interventions effectively reduced gaming disorder and weekly gaming frequency, while enhancing psychological flexibility. Nonetheless, the Engaged group exhibited a significant reduction in daily gaming hours. There was no substantial change in psychological distress in either group during and after the intervention. The implications and limitations of this study were also reported. Copyright © The Author(s), 2023. Published by Cambridge University Press on behalf of the Australian Association for Cognitive and Behaviour Therapy.
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Claims the paper makes
23 of 43 cited sources checked · 11 supported · 0 flagged · accuracy not yet measured
- Premisecitation
People who realise their values and life goals have greater motivation to engage in health-related behaviour.
“People who realise their own values and life goals would have greater motivation to engage in good health-related behaviour and adhere to them (Chew, Fernandez, & Shariff-Ghazali, 2018).”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Chew, Fernandez, & Shariff-Ghazali, 2018 source
- Premisecitation
Gaming behaviour was exacerbated during the COVID-19 pandemic as young people spent more time on internet games to cope with psychological distress.
“It was worth noting that this addictive behaviour of games was exacerbated during the COVID-19 pandemic as young people are spending more time on internet games to cope with their psychological distress (i.e.anxiety, depression and stress) (Teng, Pontes, Nie, Griffiths, & Guo, 2021;Wang, Liu, Zhang, & Zhang, 2022).”
Quote in the paperSubstantial claim2 of 2 sources checked- cites Teng, Pontes, Nie, Griffiths, & Guo, 2021 source
The Conclusions and implications section (page not supplied) reports increased videogame use among both children and adolescents, but increased gaming-disorder severity only among adolescents. It also reports that pre-pandemic depression and anxiety predicted later gaming and interprets this as consistent with coping; it does not establish that distress caused young people to spend more time gaming, or that addictive behaviour worsened across both age groups. (LLM, conf=0.88)
Experimental — accuracy not yet measured - cites Wang, Liu, Zhang, & Zhang, 2022 source
The Introduction (page not provided) says that teenagers experienced anxiety, depression, and stress during the COVID-19 outbreak and chose internet games to cope with negative emotions. It does not establish that they spent more time gaming than before the pandemic or that gaming addiction worsened during it. (LLM, conf=0.86)
Experimental — accuracy not yet measured
- Premisecitation
Web-based self-help intervention programs offer an excellent alternative to preventing mental health problems and behavioural disorders.
“Past studies showed that web-based self-help intervention programs offer an excellent alternative to preventing mental health problems (Levin et al., 2016) and behavioural disorders (Kass et al., 2014).”
Quote in the paperSubstantial claim1 of 2 sources checked- cites Levin et al., 2016 source
- cites Kass et al., 2014 source
The Conclusion supports internet-based self-help for reducing eating-disorder risk factors in college students at high risk. But the Discussion says this trial did not assess whether it prevented eating-disorder onset. The citation therefore supports a narrower claim than prevention of behavioural disorders generally; the sentence's mental-health claim is attributed to a different source. (LLM, conf=0.86)
Experimental — accuracy not yet measured
- Premisecitation
CBT has a more substantial body of evidence supporting its efficacy in reducing gaming disorder than other therapies.
“However, psychosocial intervention such as cognitive behavioural therapy (CBT) has a more substantial body of evidence supporting its efficacy in reducing GD compared to other therapies in different countries (King et al., 2017;Sudhir, 2018;Xiang et al., 2020).”
Quote in the paperNot a substantial claim3 of 3 sources checked- cites King et al., 2017 source
- cites Sudhir, 2018 source
The Introduction describes CBT as evidence-based for addictive behaviours, and the Summary and future directions says it applies to behavioural addictions. Neither passage establishes that CBT has a stronger evidence base than other therapies specifically for gaming disorder, or compares findings across countries. (LLM, conf=0.85)
Experimental — accuracy not yet measured - cites Xiang et al., 2020 source
The treatment discussion in “Comprehensive Intervention Principles and Measures” identifies CBT as one of several psychosocial interventions effective in reducing uncontrolled gaming behavior. It does not say CBT has a larger body of evidence than other therapies or establish that comparison across countries. No page number is available in our copy. (LLM, conf=0.88)
Experimental — accuracy not yet measured
- Interpretationcitation
Having therapists learn each new full treatment protocol may be redundant and unnecessary.
“Many evidence-based psychosocial interventions share core components and target analogous psychological processes, so having therapists learn each new full treatment protocol may be redundant and unnecessary (Chorpita et al., 2011;Villatte et al., 2016).”
Quote in the paperSubstantial claim2 of 2 sources checked
- Premisecitation
Many evidence-based psychosocial interventions share core components and target analogous psychological processes.
“Many evidence-based psychosocial interventions share core components and target analogous psychological processes, so having therapists learn each new full treatment protocol may be redundant and unnecessary (Chorpita et al., 2011;Villatte et al., 2016).”
Quote in the paperSubstantial claim2 of 2 sources checked- cites Chorpita et al., 2011 source
In “We Need Options Other than Treatment Manuals to Transfer Knowledge” (page unavailable), the paper describes common procedures across evidence-based treatments and says treatments can be grouped by shared processes or aims. It also argues for ways to guide therapists beyond individual manuals. It does not establish that these interventions target analogous psychological processes specifically; its examples of shared processes concern treatment structure and delivery. (LLM, conf=0.82)
Experimental — accuracy not yet measured - cites Villatte et al., 2016 source
- Findingown data
The Engaged group showed a significant improvement in psychological flexibility from pre to follow-up.
“The Engaged condition exhibited a slight decrease in AAQ scores from pre (M = 26.78,SD = 5.78) to follow-up (M = 23.38,SD = 6.63), indicating a statistically significant improvement in psychological flexibility (d = -.55,p < .01).”
Quote in the paperSubstantial claim - Findingown data
Relationship status was significantly associated with depression and stress.
“Furthermore, relationship status was also significantly associated with depression and stress (see Table 6).”
Quote in the paperNot a substantial claim - Findingown data
Neither the Full nor the Engaged group showed a significant change in psychological distress (anxiety, depression, stress) during or after the intervention.
“There was no substantial change in psychological distress in either group during and after the intervention.”
- Also stated in: § Outcome analyses · plain
“Changes in depression, anxiety and stress scores over time were not significant in both the Engaged and Full conditions, and the effect sizes were small.”
- Also stated in: § Discussion · plain
“Neither group experienced significant reductions in anxiety, depression and stress during the COVID-19 pandemic.”
Quote in the paperSubstantial claim - Also stated in: § Outcome analyses · plain
- Findingown data
There was no significant difference between the two conditions in the number of sessions completed.
“An ANOVA comparing the two conditions was non-significant for programs usage (F = 1.47, p = .23).”
Quote in the paperNot a substantial claim - Findingown data
Males spent more hours per day playing games than females.
“Additionally, the effect of gender on hours of gaming per day was significant (Gender, B = -.49,p < .05),indicating that males spend more hours per day playing games.”
- Also stated in: § Discussion · plain
“while males spent significantly more hours gaming per day than females”
Quote in the paperNot a substantial claim - Also stated in: § Discussion · plain
- Findingown data
The Full group showed a significant reduction in gaming disorder scores from pre to follow-up.
“Similarly, in the Full condition, there was a significant pre-follow-up change within the group (d = -.53,p < .05).”
Quote in the paperSubstantial claim - Findingown data
There were no significant differences between the two groups on any outcome at pre-intervention.
“No significant differences were observed between the two groups on these outcomes at the pre-intervention stage.”
- Also stated in: § Outcome analyses · plain
“One-way ANOVA compared the two groups at pre-treatment showed no significant differences for all outcomes”
Quote in the paperSubstantial claim - Also stated in: § Outcome analyses · plain
- Findingown data
Being in a romantic relationship was associated with higher gaming disorder scores.
“Additionally, being in a romantic relationship had a significant effect (B = -3.98,p < .01),indicating that being in a romantic relationship was associated with increased gaming disorder.”
- Also stated in: § Discussion · plain
“Individuals in romantic relationships exhibited higher levels of gaming disorder and psychological distress”
Quote in the paperNot a substantial claim - Also stated in: § Discussion · plain
- Findingown data
The Full group did not show a significant change in psychological flexibility from pre to follow-up.
“However, in the Full condition, the pre-follow-up change within the group did not reach significance (d = -.27,p = .25).”
Quote in the paperNot a substantial claim - Findingown data
The Engaged group showed a greater reduction in daily gaming hours than the Full group.
“Nonetheless, the Engaged group exhibited a significant reduction in daily gaming hours.”
- Also stated in: § The frequency of playing the game · hedged
“the interaction effect on hours of gaming per day (B = .11,p < .01)was significant, suggesting that the Engaged group experienced a greater reduction in hours of gaming per day”
- Also stated in: § Discussion · plain
“a significant difference was observed in the number of hours of game playing per day between the two groups, with the Engaged group showing a significant reduction in hours of game playing per day.”
Quote in the paperSubstantial claim - Also stated in: § The frequency of playing the game · hedged
- Findingown data
Time had a significant effect on hours of gaming per day and days of gaming per week.
“In Step 1, there was a significant effect of time on hours of gaming per day (B = -.06,p < .01)and days of gaming per week (B = -.16,p < .01).”
Quote in the paperSubstantial claim - Findingnone given
Students in lower grades had a higher frequency of game playing.
“Additionally, students in lower grades had a higher frequency of game playing.”
Quote in the paperNot a substantial claim - Findingown data
There was no significant difference between the two conditions in program acceptability.
“There was no difference between the two conditions on program acceptability and satisfaction (M Engaged = 32.38,SD = 5.27, N = 24; M Full = 33.31,SD = 5.79, N = 29; F = .37,p = .54).”
Quote in the paperNot a substantial claim - Findingown data
The Full group did not show a significant change in gaming disorder scores from pre to post.
“However, the Full group did not exhibit significant changes between pre-and post-tests (d = -.36,p > .05).”
Quote in the paperNot a substantial claim - Findingown data
Being in a romantic relationship was significantly associated with gaming disorder scores in this sample.
“This study found significant associations between being in a romantic relationship and gaming disorder scores, as well as psychological distress.”
Quote in the paperNot a substantial claim - Findingown data
Neither group showed an increase in psychological distress over the course of the study.
“And, there was no increase in psychological distress in either group in this study.”
Quote in the paperNot a substantial claim - Findingreasoning
In both the Engaged and Full groups, psychological distress (anxiety, depression and stress) did not improve during the COVID-19 period.
“The present study found that psychological distress (i.e.anxiety, depression and stress) could not be improved in both groups during COVID-19.”
Quote in the paperSubstantial claim - Findingown data
Being in a romantic relationship was significantly associated with psychological distress in this sample.
“This study found significant associations between being in a romantic relationship and gaming disorder scores, as well as psychological distress.”
Quote in the paperNot a substantial claim - Findingown data
A self-help Engaged intervention was as effective as a Full intervention for college students at risk of gaming disorders in reducing days of gaming per week.
“The current component research found that a self-help Engaged intervention was as effective as a Full intervention for college students at risk of gaming disorders, in reducing gaming disorders and days of gaming per week.”
Quote in the paperSubstantial claim - Findingown data
A self-help Engaged intervention was as effective as a Full intervention for college students at risk of gaming disorders in reducing gaming disorder.
“The current component research found that a self-help Engaged intervention was as effective as a Full intervention for college students at risk of gaming disorders, in reducing gaming disorders and days of gaming per week.”
Quote in the paperSubstantial claim - Findingnone given
The Engaged group, which targeted values and actions, may be more effective than the Full intervention for individuals with gaming disorders in terms of hours of gaming per day.
“The Engaged group targeting values and actions may be more effective for individuals with gaming disorders in terms of the hours of gaming per day.”
Quote in the paperSubstantial claim - Study design and conductown data
In this study, the IGD-20 had a Cronbach's alpha of 0.91.
“In the present study, Cronbach's α was 0.91.”
Quote in the paperNot a substantial claim - Study design and conductown data
In this study, the SUS had a Cronbach's alpha of 0.76.
“In the current study, Cronbach's α was 0.76.”
Quote in the paperNot a substantial claim - Premisecitation
Self-help ACT could be a suitable intervention for anxiety and depression, particularly when clinician guidance is given.
“Furthermore, a meta-analysis of 13 studies involving 2580 participants showed that self-help ACT could be a suitable intervention for anxiety and depression, particularly when clinician guidance is given (French, Golijani-Moghaddam, & Schroder, 2017).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites French, Golijani-Moghaddam, & Schroder, 2017 source
- Premisecitation
Gaming disorder is significantly associated with deficits in emotion regulation and decision-making ability.
“Rigorous systematic reviews and meta-analyses also have shown that GD is significantly associated with deficits in emotion regulation and decision-making ability (Kim et al., 2021;Velotti et al., 2021).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Kim et al., 2021
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Velotti et al., 2021 source
- Study design and conductnone given
The study lacked a waitlist or inactive control group.
“The main limitations of this study were the absence of a waitlist or inactive control group and the fact that it was a non-randomised controlled experiment.”
Quote in the paperSubstantial claim - Study design and conductreasoning
Because appropriate Chinese measures for process variables (values or acceptance) were lacking, the study did not examine changes in specific processes other than psychological flexibility.
“Besides, due to the lack of appropriate Chinese research measurements for process variables (i.e.values or acceptance), this study did not examine changes in the specific process except for psychological flexibility.”
Quote in the paperSubstantial claim - Study design and conductown data
The study's sample size was relatively small, with a total of 90 participants in the combined Full ACT and Engaged ACT groups.
“The sample size of our study was relatively small, with a total of 90 participants in the combined Full ACT and Engaged ACT groups.”
Quote in the paperSubstantial claim - Interpretationown data
The limited sample size may restrict the generalizability of the findings to other populations.
“This limited sample size may restrict the generalizability of our findings to other populations.”
Quote in the paperSubstantial claim - Study design and conductnone given
The sample consisted of college students, which may not be representative.
“In addition, the sample of this study was college students, which may not be representative.”
Quote in the paperNot a substantial claim - Interpretationown data
The present study provided evidence that a subset of ACT components may be important and even more effective for specific disorders.
“In addition, the present study provided evidence that a subset of ACT components may be important and even more effective for specific disorders.”
- Also stated in: § Discussion · hedged
“However, the current study still suggested that a subset of ACT components may be more effective in some cases.”
Quote in the paperSubstantial claim - Also stated in: § Discussion · hedged
- Study design and conductnone given
The inclusion criteria limited the sample to college students in the top 20% of IGD-20 scores.
“The inclusion criteria limited the sample to college students in the top 20% of IGD-20 scores.”
Quote in the paperSubstantial claim - Study design and conductnone given
The study was a non-randomised controlled experiment.
“The main limitations of this study were the absence of a waitlist or inactive control group and the fact that it was a non-randomised controlled experiment.”
Quote in the paperSubstantial claim
- May combine two claims. 30
- Classified as probably not a substantial claim. 25
May combine two claims.
PremisecitationThere are no specific effective interventions or treatment guidelines for gaming disorders in China.
“To date, there are no specific effective interventions and treatment guidelines for gaming disorders in China (Xiang et al., 2020).”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Xiang et al., 2020 source
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationThe Engaged component of ACT showed more significant improvements in value-based behaviours than the Open component.
“Similarly, the previous study found that the Engaged component of ACT showed more significant improvements in value-based behaviours than the Open component (Villatte et al., 2016)”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites Villatte et al., 2016 source
May combine two claims.
PremisecitationGaming disorder is linked to poor sleep, academic underachievement, poor social interaction, and depression.
“correlational studies have found links between GD and poor sleep, academic underachievement, poor social interaction and depression (Brunborg, Mentzoni, & Frøyland, 2014;Velotti, Rogier, Beomonte Zobel, & Billieux, 2021;Zhao et al., 2021).”
Quote in the paperSubstantial claim2 of 3 sources checked- cites Brunborg, Mentzoni, & Frøyland, 2014 source
The Discussion (page unavailable) reports associations between video game addiction, poorer academic achievement, and higher depression. It does not report an association with poor sleep. The Introduction mentions conflict in personal relationships as a proposed feature of addiction, but that does not establish the claimed correlational link with poor social interaction. (LLM, conf=0.90)
Experimental — accuracy not yet measured - cites Velotti, Rogier, Beomonte Zobel, & Billieux, 2021 source
- cites Zhao et al., 2021 source
The Introduction reports that internet gaming addiction may reduce sleep quality and is correlated with depression. The Discussion also reports more serious depressive traits among online gaming abusers. Our copy does not establish links with academic underachievement or poor social interaction; this study also reports that none of its participants met its scale’s threshold for gaming addiction. (LLM, conf=0.88)
Experimental — accuracy not yet measured
May combine two claims.
PremisecitationOnline self-help prevention programs are cost-effective, anonymous, and can be tailored to different groups.
“An online self-help prevention program is cost-effective, anonymous, and can be tailored to the needs of different groups in various formats (written, video, audio), so it would be convenient for participants and may increase their engagement (Amstadter, Broman-Fulks, Zinzow, Ruggiero, & Cercone, 2009;Levin, Hayes, Pistorello, & Seeley, 2016).”
Quote in the paperSubstantial claim1 of 2 sources checkedMay combine two claims.
PremisecitationCollege students are more vulnerable to negative events and tend to feel more anxious, depressed or stressed during COVID-19 than in normal times.
“This may be because college students are more vulnerable to negative events and tend to feel more anxious, depressed or stressed during COVID-19 than during normal times (Gloster et al., 2020;Lee, 2020;Tuo et al., 2021).”
Quote in the paperSubstantial claim2 of 3 sources checked- cites Gloster et al., 2020 source
The Introduction says anxiety and depression could increase during the pandemic, and the Discussion reports substantial stress and depressive symptoms in an international sample. The paper does not establish that college students are especially vulnerable to negative events or compare their symptoms during COVID-19 with normal times. (LLM, conf=0.86)
Experimental — accuracy not yet measured - cites Lee, 2020 source
The Features section says college and university students were stressed by pandemic-related disruptions, that final-year students were anxious about the job market, and that college students were vulnerable under current academic and financial burdens. It does not say college students were more anxious, depressed, or stressed than in normal times, or report depression specifically among college students. (LLM, conf=0.86)
Experimental — accuracy not yet measured - cites Tuo et al., 2021
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim. May combine two claims.
PremisecitationThe Engaged components of ACT (values and committed action) could increase more adaptive behavioural regulation and improve more on valued action than other components.
“The research indicated that the Engaged components of ACT (i.e.intervention converged values and committed action) could increase more adaptive behavioural regulation and improve more on valued action than other components (Villatte et al., 2016).”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Villatte et al., 2016 source
May combine two claims.
PremisecitationACT has efficacy for improving mental health and reducing behavioural disorders in adults and children.
“Some meta-analyses and reviews have found that ACT has efficacy for improving mental health and reducing behavioural disorders in adults and children (A-Tjak et al., 2015;Fang & Ding, 2020b;Graham, Gouick, Krahe, & Gillanders, 2016;Powers, Vording, & Emmelkamp, 2009)”
Quote in the paperSubstantial claim2 of 3 sources checked- cites A-Tjak et al., 2015 source
The Discussion reports that ACT outperformed control conditions and supports its use for anxiety disorders, depression, and addiction. The Introduction specifies that the meta-analysis examined adults with specific disorders; it does not establish efficacy in children, so the age-spanning claim exceeds this source. (LLM, conf=0.88)
Experimental — accuracy not yet measured - cites Fang & Ding, 2020b
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Graham, Gouick, Krahe, & Gillanders, 2016 source
The ‘Efficacy of ACT in other contexts’ section reports small-to-medium effects across mental-health conditions, and ‘Parenting of children with long-term conditions’ reports improvements in child behavioural and emotional problems. The review does not establish a general reduction in behavioural disorders across adults and children: its child findings concern specific long-term conditions and ACT-enhanced parenting interventions. Page numbers are unavailable in our copy. (LLM, conf=0.86)
Experimental — accuracy not yet measured
Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).
PremisecitationComponent research could provide training and guidance in an effective, flexible and easily updated way.
“Therefore, component research could provide training and guidance in an effective, flexible and easily updated way (Villatte et al., 2016).”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites Villatte et al., 2016 source
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationOnline dating may increase internet gaming disorder.
“Previous studies found that online dating could reflect higher psychological distress (Stevens & Morris, 2007) and may increase internet GD (Taechoyotin et al., 2020).”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites Taechoyotin et al., 2020 source
May combine two claims.
Findingown dataBoth the Full and Engaged self-help ACT programs reduced the number of days of gaming per week.
“The findings of this study indicate that both interventions effectively reduced gaming disorder and weekly gaming frequency, while enhancing psychological flexibility.”
- Also stated in: § Discussion · boosted
“Both groups demonstrated significant reductions in gaming disorder scores and days of game playing per week, as well as improvements in psychological flexibility over time.”
Quote in the paperSubstantial claim- Also stated in: § Discussion · boosted
May combine two claims.
Findingown dataThe Full group showed significant decreases in days of gaming per week from pre to post and from pre to follow-up.
“However, the Full condition only exhibited significant decreases in days per week from pre to post and follow-up (d = -.54,p < .01,d = -.56,p < .01).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataBoth the Full and Engaged self-help ACT programs reduced gaming disorder symptoms over time.
“The findings of this study indicate that both interventions effectively reduced gaming disorder and weekly gaming frequency, while enhancing psychological flexibility.”
- Also stated in: § Gaming disorder scores · hedged
“the effect of time was significant (B = -.66,p < .01),suggesting that both groups experienced a decrease in gaming disorder over time”
- Also stated in: § Discussion · boosted
“Both groups demonstrated significant reductions in gaming disorder scores and days of game playing per week, as well as improvements in psychological flexibility over time.”
Quote in the paperSubstantial claim- Also stated in: § Gaming disorder scores · hedged
May combine two claims.
Findingown dataThere were significant baseline differences between the two groups in gender, grade, and relationship status.
“There were significant differences between the two groups in gender (χ 2 = 4.94, p < .05),grade (χ 2 = 76.51,p < .001)and whether or not they were in a relationship (χ 2 = 6.95, p < .05).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataFemales and individuals not in a romantic relationship experienced lower levels of anxiety.
“For instance, gender and relationship status were significantly associated with anxiety in Step 1, suggesting that females and individuals not in a romantic relationship experienced lower levels of anxiety.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataBoth the Full and Engaged self-help ACT programs increased psychological flexibility over time.
“The findings of this study indicate that both interventions effectively reduced gaming disorder and weekly gaming frequency, while enhancing psychological flexibility.”
- Also stated in: § Secondary outcomes · hedged
“the effect of time was significant (B = -.53,p < .01),indicating that both groups demonstrated an increase in psychological flexibility over time.”
- Also stated in: § Discussion · plain
“Both groups demonstrated significant reductions in gaming disorder scores and days of game playing per week, as well as improvements in psychological flexibility over time.”
Quote in the paperSubstantial claim- Also stated in: § Secondary outcomes · hedged
May combine two claims.
Findingown dataGender and grade had significant effects on hours of gaming per day, and grade had a significant effect on days of gaming per week.
“Additionally, grade had a significant effect on days of gaming per week (Grade, B = -.27,p < .01),and both gender and grade had a significant effect on hours of gaming per day (Gender, B = -.54,p < .01;Grade, B = -.33,p < .01).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataAt follow-up, the Engaged group appeared to have lower anxiety than the Full group, although no significant within-group difference was found.
“It is worth noting that at the follow-up assessment, the Engaged group appeared to have lower levels of anxiety compared to the Full group, although no significant difference was found before and after the intervention within either group.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe Engaged group showed significant decreases in hours of gaming per day and days of gaming per week from pre to post and from pre to follow-up.
“Regarding gaming frequency, both hours per day and days per week demonstrated significant decreases from pre to post and follow-up in the Engaged condition.”
Quote in the paperSubstantial claimMay combine two claims.
InterpretationreasoningThe greater reduction in daily gaming hours in the Engaged group does not indicate that the Engaged condition outperforms the Full condition in improving gaming disorders, because the finding was specific to hours-per-day and based on pilot data.
“However, it did not indicate that the Engaged condition outperforms the Full condition in improving gaming disorders as this finding was specific to the measure of hours-per-day and was based on pilot data, which may limit the generalizability of the results.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
Study design and conductown dataAll analyses were conducted using multilevel modelling because of the nested nature of the data.
“Given the nested nature of the data, all analyses were conducted using multilevel modelling with the packages nlme and gglot2 in R (R Core Team, 2016).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites R Core Team, 2016
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim. May combine two claims.
PremisecitationCBT is an effective short-term intervention for reducing internet gaming disorder, but its effects are not maintained in the long term.
“A systematic review and meta-analysis about the efficacy of CBT for internet GD concluded that CBT is an effective short-term intervention for reducing internet GD, but the effects could not be maintained in the long term (Stevens, King, Dorstyn, & Delfabbro, 2019)”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Stevens, King, Dorstyn, & Delfabbro, 2019 source
May combine two claims.
Study design and conductnone givenParticipants did not engage in any other interventions or use medication to alleviate their symptoms.
“It is worth noting that these students did not engage in any other interventions or utilise medication to alleviate their symptoms.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductcitationThe DASS-21 has good reliability and validity and can be used to investigate negative emotion in Chinese college students.
“The DASS-21 has good reliability and validity, and it can be used as an effective tool to investigate the negative emotion level of Chinese college students (Tuo et al., 2021).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Tuo et al., 2021
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim.
Study design and conductreasoningGender, grade, and relationship status were included as covariates in the models.
“Thus, gender, grade and whether in a relationship were covariates for models.”
Quote in the paperSubstantial claimMay combine two claims.
Study design and conductown dataIn this study, the DASS-21 had a Cronbach's alpha of 0.94 overall, 0.86 for depression, 0.81 for anxiety, and 0.83 for stress.
“In the present study, Cronbach's α was 0.94 for the whole scale, 0.86 for the subscale of depression, 0.81 for anxiety and 0.83 for stress.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenThis study was approved by the Ethical Committee of Bengbu Medical College.
“This study was approved by the Ethical Committee of Bengbu Medical College.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductcitationThe AAQ-II has shown good reliability and validity in China.
“The scale has shown good reliability and validity in China (Fang & Ding, 2020a).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Fang & Ding, 2020a
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
InterpretationreasoningGiven the widespread negative effects of COVID-19 and social restrictions on mental well-being, it is unsurprising that a brief self-help intervention failed to reduce measures of psychological distress.
“Due to the pervasive negative impacts of COVID-19 and social restrictions on mental well-being, it is not surprising that a brief self-help intervention was insufficient to reduce measures of psychological distress.”
Quote in the paperSubstantial claimMay combine two claims.
PremisecitationIndividuals with subclinical gaming disorder symptoms may experience significant impairments and may be susceptible to developing full-blown gaming disorder.
“indicating that individuals with subclinical gaming disorder symptoms may experience significant impairments in areas such as interpersonal relationships, coping strategies and developmental adaptation.Furthermore, they may be susceptible to developing fullblown gaming disorder (Hong et al., 2023;Milani et al., 2017).”
Quote in the paperSubstantial claim0 of 2 sources checked- cites Hong et al., 2023 source
- cites Milani et al., 2017
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim.
PremisecitationValues matter in approach behaviours.
“Values matter in approach behaviours (Flynn & Hebert, 2022).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Flynn & Hebert, 2022 source
Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Study design and conductnone givenThe intervention content was developed by ACT experts based on existing, empirically validated ACT protocols.
“ACT experts developed intervention content based on existing, empirically validated ACT protocols.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductcitationThe SUS is a gold-standard measure of usability.
“and it was a gold-standard measure of usability (Levin et al., 2020).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Levin et al., 2020 source
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductown dataIn this study, the AAQ-II had a Cronbach's alpha of 0.88.
“In the present study, Cronbach's α was 0.88.”
Quote in the paperNot a substantial claimMay combine two claims.
Study design and conductcitationThe IGD-20 has shown good reliability and validity in China.
“The scale has shown good reliability and validity in China (Cheng, Liu, & Tong, 2020;Qin et al., 2020).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Cheng, Liu, & Tong, 2020
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Qin et al., 2020
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationSpending more than 2 hours a day on online gaming is considered an important threshold for addiction.
“According to previous research, spending more than 2 h a day on online gaming is considered an important threshold for addiction (Tian & Wang, 2022).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Tian & Wang, 2022
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim.
Study design and conductnone givenInformed consent was obtained from all students.
“Informed consent was obtained for all students.”
Quote in the paperSubstantial claimMay combine two claims.
Study design and conductreasoningThe study was limited to the use of self-reports, so individual reports may be subjective.
“This study was also limited to the use of self-reports, so individual reports may be subjective.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Interpretationnone givenIndividuals with lower levels of gaming disorder may exhibit different characteristics, experiences and treatment needs compared to those in the higher-scoring group.
“It is important to recognise that individuals with lower levels of gaming disorder may exhibit different characteristics, experiences and treatment needs compared to those in the higher-scoring group.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductreasoningIt was difficult to know how participants perceived and understood the intervention content and whether it was similar to the face-to-face ACT components.
“Although the content was delivered in the online platform in a highly controlled manner and based on an established validated intervention trail, it was difficult to know how the participants perceived and understood the content and whether it was similar to the face-to-face ACT components.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationOnline dating is associated with higher psychological distress.
“Previous studies found that online dating could reflect higher psychological distress (Stevens & Morris, 2007) and may increase internet GD (Taechoyotin et al., 2020).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Stevens & Morris, 2007 source
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenInformed consent was obtained from all individual participants included in the study.
“Informed consent was obtained from all individual participants included in the study.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenThe study was performed in accordance with the ethical standards of the 1964 Declaration of Helsinki and its later amendments or comparable ethical standards.
“The study was performed in accordance with the ethical standards as laid down in the 1964 Declaration of Helsinki and its later amendments or comparable ethical standards.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.
Study design and conductnone givenThe intervention content was delivered online in a highly controlled manner and was based on an established validated intervention trial.
“Although the content was delivered in the online platform in a highly controlled manner and based on an established validated intervention trail, it was difficult to know how the participants perceived and understood the content and whether it was similar to the face-to-face ACT components.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenAn open-only condition and an aware-only condition were missing from the study.
“Finally, it must be acknowledged that an open-only condition and an aware-only condition were missing from this study.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenThe study was approved by the Psychology and Ethics Committee of Bengbu Medical College.
“The study was approved by the Psychology and Ethics Committee of Bengbu Medical College.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationreasoningThis specific selection criterion may introduce selection bias and limit the generalizability of the findings to individuals with lower levels of gaming disorder.
“This specific selection criterion may introduce selection bias and limit the generalizability of the findings to individuals with lower levels of gaming disorder.”
Quote in the paperSubstantial claimMay combine two claims.
InterpretationreasoningThe pilot test supported the feasibility and potential efficacy of the self-help online ACT components, which could be cost-effective and efficient for future intervention approaches.
“Besides, this pilot test supported the feasibility and potential efficacy of the self-help online ACT components, which could be cost-effective and efficient for future intervention approaches.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductreasoningThe measures of gaming disorder used (self-reported hours of gaming per day and days of gaming per week) may not capture the full extent of gaming disorder.
“While these measures provide valuable information about participants' gaming habits, they may not capture the full extent of gaming disorder.”
Quote in the paperNot a substantial claim- Rests on an assumption: Gaming disorder involves more than the quantity of gaming.
May combine two claims.
Study design and conductreasoningParticipants were students with higher gaming disorder scores, but not all of them met the clinical diagnostic criteria for gaming disorder (scores greater than 71).
“It should be noted that the individuals included in this study were students with higher gaming disorder scores, but not all of these individuals met the clinical diagnostic criteria for gaming disorders (scores greater than 71).”
Quote in the paperNot a substantial claim
The paper relies on this without support.
The efficacy of ACT for gaming disorders had not been explored before this study.
“To date, the efficacy of ACT for gaming disorders has not been explored.”
The paper relies on this without support.
Gaming disorder involves more than the quantity of gaming.
“It is important to acknowledge that gaming disorder involves more than just the quantity of gaming.”
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
Daily gaming-hours result points to a figure captioned for weekly hours
MinorThe text directs readers to Figure 2 for hours of gaming per day, but its caption says hours of gaming per week.
“However, the interaction effect on hours of gaming per day (B = .11,p < .01)was significant, suggesting that the Engaged group experienced a greater reduction in hours of gaming per day (see Figure 2).”
“Figure: 2 Figure 2 . Figure 2. The change of hours of gaming per week over time.”
Full-group gaming-disorder effect size differs from Table 4
MinorThe outcome narrative reports a pre-to-follow-up effect size of −.53 for the Full group, whereas Table 4 reports −.43 for that comparison.
“Similarly, in the Full condition, there was a significant pre-follow-up change within the group (d = -.53,p < .05).”
“| | Full | 58.88(6.72) | 54.94(8.99) | 55.15(13.19) | 54.92(11.06) | -.36 | .07 | -.43 | .03* |”
Weekly gaming-days result points to a figure captioned for daily hours
MinorThe text directs readers to Figure 1 for gaming days per week, but the Figure 1 caption identifies it as hours of gaming per day.
“There was no significant interaction effect of time and group on days of gaming per week (see Figure 1).”
“Figure: 1 Figure 1 . Figure 1.The change of hours of gaming per day over time.”
Gaming-days response options use hours instead of days
MinorOne item asks for the number of gaming days in a week, but the stated response options for both items are exclusively ranges of hours per day.
“'For the last week, the total number of days you spent on playing the game'.”
“The two items were rated on a 5-point scale (i.e. 1 = approximately one hour/day, 2 = between two and three hours/day, 3 = between three and four hours/day, 4 = between four and five hours/day and 5 = more than five hours/day).”
Grade effect is assigned the wrong significance threshold
MinorThe text says the grade effect on gaming days has p < .01, whereas the corresponding Table 5 entry is p = .02.
“grade had a significant effect on days of gaming per week (Grade, B = -.27,p < .01)”
“| | Grade | -1.28 | .07 | -2.89 | -.09 | -.33 | <.01** | -.53 | -.13 | -.27 | .02* | -.50 | -.04 | -.44 | 0.51 | -1.71 | 0.85 |”
Figure 2 caption does not match the cited outcome
MinorThe results cite Figure 2 for hours of gaming per day, while its caption says hours of gaming per week.
“the Engaged group experienced a greater reduction in hours of gaming per day (see Figure 2).”
“Figure: 2 Figure 2 . Figure 2. The change of hours of gaming per week over time.”
Reported session completion conflicts with group averages
MinorThe procedure says all students completed the sessions, but the reported averages are below the ten sessions specified for each group.
“Following 2 weeks, all students completed the sessions and received an online post-treatment survey.”
“The average number of sessions completed in the two groups was 6.42 for Engaged (SD = 2.18) and 7.00 for Full (SD = 1.48).”
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Cited by
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Tse, N., Pang, N. S.-N., Wang, X., Li, Y., Lo, C. K. M., & Yang, X. (2025) · PLoS ONE · doi:10.1371/journal.pone.0327365 · Cited by 10 · see citing works
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Vicente-Escudero, J. L. (2025) · Current Psychology · doi:10.1007/s12144-025-08096-0
“…of 12 studies for the systematic review and 8 for the meta-analysis (Bernstein et al., 2023; Bottel et al., 2021 ; Dieris-Hirche et al., 2023; Ding et al., 2023; Dunbar et al., 2024; Kent et al., 2021; Park et al., 2020; Sei et al., 2018; Siste et al., 2022; Su et al., 2011; Throuvala et…”
Balhara, Y. P. S., Bhattacharjee, O., Bhatia, R. K., Sanahan, R., Ganesh, R., Sarkar, S., Ranjan, R., & Kattimani, S. (2026) · JMIR Mental Health · doi:10.2196/89280 · Cited by 2 · see citing works
“Three studies [103-105] targeted internet gaming disorder or problematic gaming or problematic online gaming or gaming disorder.”
Packer, K. C., Kingston, J. L., & Tibber, M. S. (2026) · Journal of Contextual Behavioral Science · doi:10.1016/j.jcbs.2026.101003
- Authors
- Ding, D., Pan, M., Wang, W., Wang, X., Ma, S., Yang, Y., Huang, Y., Guo, M., & Wu, Y.
- Affiliations
- Bengbu Medical College (CN)
- Corresponding author
- Pan, Mengdie
- Wang, Wenjuan
- Venue
- Behaviour Change
- Publisher
- Cambridge University Press (CUP)
- Published
- 2023-09-28
- Volume
- 40
- Issue
- 4
- Pages
- 278-296
- ISSN
- 0813-4839 (ISSN-L)
- 2049-7768
- OpenAlex
- W4387118165
- Semantic Scholar
- 6fc576c8f69648d6b85931eaa6094def2fef4ef9
- Cited by
- 6
- References
- 58
- Citations by year
- 2026: 2 · 2025: 4
- FWCI
- 2.87
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- Behaviour Change (publishedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Social Sciences › Psychology › Clinical Psychology › COVID-19 and Mental Health
- Keywords
- gaming disorder, online self-help intervention, acceptance and commitment therapy, university students, COVID-19 pandemic, psychological flexibility, gaming frequency, psychological distress
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Claims read under definition version 3 (extract-v3) on 2026-09-28.
Classified by jev-1.13-20260917 (gold-guideline-v0.2) on 2026-09-28.
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