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Dataspelsmissbruk : En kvalitativ studie om behandlares syn på hur bemötandet påverkar behandlingsarbetet för unga killar med dataspelsmissbruk / Gaming Addiction : A qualitative study on how treatment provider’s way of behaving towards young boys with gaming addiction affects the treatmentKarlsson, Jenna, Pettersson Öh, Isabella January 2019 (has links)
The aim of this study was to create an understanding through qualitative interviews with treatment providers, how their way of behaving towards young boys with gaming addiction affects the treatment. More specifically its aim was to find out how treatment providers help boys to break their ongoing gaming addiction and what kind of difficulties they have experiences from. The study's empirical material was obtained through semi-structured interviews with six treatment providers with experience of gaming addiction. Three themes were identified: difficulties, working methods and therapeutic alliance. The analysis was based on two different kinds of perspectives: symbolic interactionism and Erving Goffman’s dramaturgical perspective. The first theme has highlighted the subject's complexity, perceptions and self-insight. The clearest result that emerged under the second theme is the importance of different types of conversations. The study shows that motivational interviewing has helped young boys gain insight into their situation. Prohibition is not an appropriate measure, however, restrictions are necessary. The main result that emerged from the third and last theme is that therapeutic alliance is an important basis for change.
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Dataspelsberoende och dess sociala problematik : En litteraturstudie om dataspelsberoende, dess sociala problematik samt utmaningar inom det sociala arbetet / Gaming disorder and its social problems : A literature review on gaming disorder, its social issues and challenges in social workRezai Yazdi, Shirin, Waseh, Maya January 2023 (has links)
The aim of this study was to address a knowledge gap by conducting a literature review on gaming disorder, specifically focusing on its social problems and challenges it presents in the field of social work. The specific objectives of this study were to identify risk factors associated with gaming disorder, explore the potential social problems arising from gaming disorder and their impact on individuals, examine the treatment approaches for gaming disorder and identify the challenges faced by social workers when working with individuals affected by gaming disorder. The theories used were social interactionism, Erving Goffman’s dramaturgical theory and social labeling theory. Results showed that mental health problems, social isolation, self-neglect as well as disruptions in social relationships, education and work were associated with gaming disorder. Several risk factors were identified, such as age, gender, poor parental attachment, lack of real-life friendships and loneliness. Additionally, challenges in the field of social work arise from limited research and knowledge, as well as the ease with which risk factors can be masked by individuals. The findings suggest that there is no singular treatment approach for gaming disorder, instead, it is important for social workers to understand problematic gaming within a broader context of life challenges. The emphasis should not be placed solely on eliminating gaming, but rather on addressing various aspects of the individual’s life to achieve a healthy balance and a purposeful existence.
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