- Research Note
- Open access
- Published:
Assessing the effectiveness of group motivational interviewing in raising awareness of mobile gaming addiction among medical students: a pilot study
BMC Research Notes volume 18, Article number: 178 (2025)
Abstract
Objective
Group Motivational Interviewing may raise awareness of mobile gaming addiction. MI has reported reduction of gaming addiction in adolescents, although its effectiveness among medical students remains underexplored. This study assessed the effectiveness of group MI in raising awareness of mobile gaming addiction among medical students.
Results
Significant progression in Stages of Change at pre- to post-intervention (χ² = 41.891, p < 0.001; Cramer’s V = 0.555) and from post- to two-months post-intervention (χ² = 87.083, p-value < 0.001; Carmer’s V = 0.800). IAIM scores improved over time (χ² = 9.349, p = 0.009), with the highest improvement at two-months. A moderate positive correlation (ρ = 0.517, n = 34, p < 0.002) was found between self-reported and mobile game usage at two-months. This pilot study provides early evidence that GMI may enhance motivation to reduce mobile gaming and support progression through stages of change. Future studies could employ larger randomized controlled trials (RCT) with longer follow-up periods.
Trial registration
International Standard Randomised Controlled Trial Number (ISRCTN) Registry ISRCTN93544148. Date of registration 05/02/2025. Retrospectively registered.
Introduction
Gaming has shifted to mobile games from desktop and console games [1]. Lee and Kim [2] describe mobile games as portable, instant and readily available. In contrast, desktop and console games may contribute to addiction via complex gameplay and time-based rewards [3]. A recent meta-analysis reported the prevalence of internet gaming disorder (IGD) at 6.2% [4] among medical students, nearly twice of the general population (3.05%) [5]. Previous studies show depression and poor academic performance are linked to mobile game addiction [6, 7] and physical symptoms blurred vision and headaches [8].
Group motivational interviewing (GMI) delivers MI in groups to increase motivation and promote behavioural change via collaboration [9]. Previous MI studies on gaming addiction have focused primarily on adolescent groups [10, 11]. Medical students were selected due to higher academic pressures, longer study periods [12], and higher rates of addictive behaviours [13]. This study assessed the effectiveness of group MI in raising awareness of mobile gaming addiction among medical students.
Method
A single arm pilot study, pre-post with two-months follow-up was conducted to assess GMI’s effectiveness in raising awareness of mobile gaming addiction among medical students. Given the explorative nature of this study, a single arm approach was selected to examine the potential effects of GMI prior to performing large scale-controlled trials. A study timeline Gantt chart is presented in Fig. 1.
Participants
Medical students with smartphones or tablets were included. Exclusion criteria were learning disabilities, the history of substance abuse or psychotherapy for IGD for the past 6 months, suicidal ideation. Participants with prior MI training and psychotherapy were excluded to minimize confounding factors due to varying baseline levels of readiness to change.
Procedure
Third year medical students recruited from the Faculty of Medicine and Health Sciences (FMHS), at Universiti Malaysia Sarawak (UNIMAS) were recruited via in- person class announcements and official WhatsApp groups. After providing written consent, three sessions of GMI were conducted over the course of three weeks. Evaluations were conducted at T0 (pre-intervention) (0 weeks) (T0), post-intervention (3 weeks) (T1), and follow-up two-months post-intervention (T2).
Intervention
The intervention was GMI implemented during a medicine posting rotation for third-year medical students. A total of three sessions were conducted, each lasting one hour, held over a period of three weeks. Intervention content was adapted from Wagner and Ingersoll [14] model of GMI and delivered by first author, who completed 60-hour MI for addiction workshop and was supervised by CYY. The content was adapted to third year medical students by addressing academic stress, gaming habits, peer influence, and time management challenges. The content was reviewed by KSC and by CYY, a trained clinical psychologist with expertise in MI to ensure intervention integrity. All participants received GMI handouts. No control group was included. The details of the program are shown in Table 1.
This intervention of GMI was adapted based on Wagner and Ingersoll [14] model for carrying out MI in groups.
Primary outcomes
Stages of change progression
The stages of change progression was assessed through the Adapted Stages of Change (SoC) questionnaire [16] (see Supplementary File 1). This study will measure stages of change via a single item: “Did you play mobile games for 20 hours or more a week during last month?“. Single item measures have been used in behavioral research articles [16, 17] for their feasibility and practicality in evaluating stages of change transitions. While multi-item instruments provide enhanced psychometric rigor, single item instruments are effective in assessing observable behavioral constructs like stages of change.
Motivation to improve mobile game addiction
Motivation to improve mobile game addiction was assessed via Internet Addiction Improvement Motivation Scale (IAIMS) [18], a 10 item, 6-point Likert scale. High risk groups with low motivation were identified by scores below 33 or by subscale scores less than 10, 11 and 9 for precontemplation, contemplation, and preparation respectively. The internal consistency for these subscales was reported to be 0.613, 0.724 and 0.734 confirming acceptable reliability.
Secondary outcomes
Relationship between self-reported and mobile game usage
Self-reported mobile game addiction was measured via Internet Gaming Disorders Scale– Short Form (IGDS9-SF) [19], 9 items, with a 5-point Likert scale from 1 (Never) to 5 (Very often). Disordered gamers minimum was indicated with a score of 36/45 points. Internal consistency was acceptable (α = 0.87).
Mobile game usage
Screen Time [20] and Digital Wellbeing [21] were used to evaluate mobile game usage on smartphones and tablets. These apps did not record, store data or modify the applications. Participants manually recorded their mobile game usage in total weekly mobile game usage (in minutes) at each time point.
Sample size
Sample size was calculated based on a prior study [22] of group cognitive behavioural therapy (CBT) for Internet Addiction, demonstrating large effect size (Cohen’s d = 1.08). Utilizing G*Power software [23], with a power of 0.95, significant level of 0.05, the calculated sample size was 24 per group. This was adjusted to 34 per group to account for 30%, dropout rate. Convenience sampling was used. Post hoc power analysis was 83.4% power (df = 2) for pre-vs post-intervention and 99.1% (df = 2) for post-intervention vs. two-months follow-up.
Analysis
Data were analysed via Statistical Package for Social Sciences (SPSS) version 29. Normality of IAIMS was assessed via Shapiro-Wilk test. The assumption of normality was met at pre-intervention and two-months post-intervention (p = 0.353 and p = 0.097), but not at post intervention (p = 0.018). Chi-square tests assessed the relationship between stages of change across time points (pre-post, post-follow-up). The Friedman test and Kendall’s coefficient of concordance (Kendall’s W) [15] measured the effects of GMI on IAIMS scores over three time points. Spearman correlations examined the relationship between self-reported mobile game addiction and objectively measured mobile game usage.
Results
Out of the 40 students approached, 38 (95%) students completed all three GMI sessions, but only 34 (85%) students completed all sessions and questionnaires. Those who missed the questionnaires (n = 4; 10%) or sessions were excluded (n = 2; 5%), resulting in 34(85%) students included in the final analysis. Reasons for non-completion were due to personal scheduling conflicts and illness. The mean age was 22.15 years (SD = 0.36). Most participants were females (n = 24; 70.6%), followed by males (n = 10; 29.4%). Ethnic distribution: Malay (n = 15; 44.1%), Bumiputera Sarawak (n = 9; 26.5%), Chinese (n = 8; 23.5%), and Indian (n = 2; 5.9%). Figure 2 shows the distribution of students across the stages of change at pre-, post-and two-month follow-up.
Shows the distribution of students across the stages of change at pre-intervention, post-intervention and two-months post-intervention. A noticeable shift of students from the contemplation stage towards maintenance and unlikely mobile game addiction, suggests the impact of GMI on the readiness to change
Primary outcome
Pre-intervention vs. post-intervention
The Pearson Chi Square test demonstrated a significant shift between pre-intervention and post-intervention stages of change (χ² = 41.891, p < 0.001). Cramer’s V = 0.555 (p-value < 0.001) revealed a moderate to strong association (Table 2). This suggested that the student’s readiness to change shifted significantly post intervention.
Post-intervention vs. two-months post-intervention
The Pearson Chi Square test showed a significant relationship between post and two-months post-intervention stages of change (χ² = 87.083, p-value < 0.001), suggested continued participant’s progression. Cramer’s V = 0.800 (p < 0.001) showed strong association. This suggested that the intervention sustained and improved readiness for change.
IAIMS scores
IAIMS mean ranks (1.60, 2.09, 2.31) indicated a statistically significant difference over time (χ² = 9.349, p = 0.009), and a small effect size (Kendall’s W = 0.1375). GMI significantly enhanced participants motivation with the highest improvement at two-months post-intervention.
Secondary Outcome
Pre-intervention correlation between IGDS9-SF and game usage
A moderate positive correlation was pre-intervention between IGDS9-SF and game usage (ρ = 0.601, n = 34, p < 0.001, Table 3), suggesting that higher pre-intervention mobile game addiction was associated with higher mobile game usage.
Post-intervention correlation
A moderate positive correlation was observed post-intervention between IGDS9-SF and game usage (ρ = 0.399, n = 34, p < 0.019), suggesting that higher post-intervention mobile game addiction levels were associated with higher mobile game usage. However, this relationship was weaker compared to pre-intervention.
Two-months post-intervention correlation
A moderate positive correlation was found two-months post-intervention between IGDS9-SF and game usage (ρ = 0.517, n = 34, p < 0.002), suggesting that higher mobile game addiction levels were associated with higher mobile game usage. However, this association was weaker compared to pre-intervention.
Discussion
To the best of our knowledge, this is the first study to assess the effectiveness of GMI in raising awareness of mobile gaming behaviours among medical students. A significant relationship was observed between stages of change pre- to post and two-months follow-up. Our results were consistent with previous studies suggesting MI improves readiness to change in behavioural addictions [24, 25, 26, 27]. One possible explanation is that MI fosters self-efficacy (defined as the confidence in an individual’s ability to modify health behaviours [28]), which facilitates progression through the stages of change.
Several studies [11, 29, 30, 31, 32, 33] have utilized MI to reduce internet gaming behaviours. Tse, Siu [31] conducted GMI via a mixed methods approach across primary, secondary and university students and found reductions in gaming time and enhanced motivation, though risks of IGD remained unchanged. These findings align with our study, which showed improved motivation to improve mobile game addiction. In an RCT, Nuryono [30] reported that Family Counselling MI approach more effective than cognitive behavioural therapy (CBT) in reducing game addiction among adolescents. Similarly, Kaur and Dhillon [32] observed that MI interventions improved attitude and behavioural outcomes for IGD in adolescents. Deep learning models [34, 35, 36, 37, 38, 39] may help predict and diagnose the risks of mobile game addiction, informing MI strategies.
IAIMS scores indicated significant difference over time with small effect size, suggesting that GMI improved students’ motivation to improve mobile game addiction, with the highest improvement at two-months post-intervention. This could be due to GMI’s group approach, which fosters a supportive environment for shared learning [40].
The moderate positive correlation between self-reported and application recorded mobile game usage at two-months post-intervention suggests changes were not sustained in the long-term. The moderate correlation also suggested that both measures are related but not fully aligned, potentially affecting measurement accuracy. Our findings align with previous studies reporting positive correlation between problematic gaming and time spent gaming [41, 42]. According to self-determination theory [43] fulfilling the needs for autonomy, competence and relatedness may account for this outcome.
Limitations
Limitations include the use of a single cohort of third year medical students and purposive sampling, which may affect the generalizability across academic years and disciplines. Students from other disciplines or age groups may respond differently. The small sample size may reduce the reliability of statistical analysis. The absence of a control group in this study limits causal interpretation and increases susceptibility to confounding factors such as academic and exam schedules, seasonality and social influences. Reliance on self-reports introduces a risk of social desirability and recall bias. Response variability may be due to differences in motivation, engagement and personal gaming behaviour. Future studies could incorporate third-party assessments to strengthen the objectivity of the results.
Conclusion
This pilot study provides early evidence that GMI may enhance motivation to reduce mobile gaming and support progression through stages of change. Integration into student wellness programs may be considered. Future studies could employ larger randomized controlled trials (RCT) with longer follow-up periods.
Data availability
Data generated and analysed during the current study are not publicly available as individual privacy could be comprised; however, may be available from the corresponding author on reasonable request and with the permission of the medical school.
Abbreviations
- SOC:
-
Adapted stages of change
- CBT:
-
Cognitive Behavioural Therapy
- FMHS:
-
Faculty of Medicine and Health Sciences
- GMI:
-
Group motivational interviewing
- IAIMS:
-
Internet addiction improvement motivation scale
- IGD:
-
Internet gaming disorder
- IGDS9-SF:
-
Internet gaming disorders scale– short form
- Kendall’s W:
-
Kendall’s coefficient of concordance
- MI:
-
Motivational interviewing
- OARS:
-
O = open ended questions, A = Affirmations, R = Reflections, and S = summaries
- RCT:
-
Randomized controlled trials
- SPSS:
-
Statistical package for social sciences
- UNIMAS:
-
Universiti Malaysia Sarawak
References
Coe NM, Yang C. Mobile gaming production networks, platform business groups, and the market power of China’s tencent. Annals Am Association Geographers. 2022;112(2):307–30.
Lee C, Kim O. Predictors of online game addiction among Korean adolescents. Addict Res Theory. 2017;25(1):58–66.
King DL, Delfabbro PH, Perales JC, Deleuze J, Király O, Krossbakken E, et al. Maladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review. Clin Psychol Rev. 2019;73:101777.
Chiang CLL, Zhang MWB, Ho RCM. Prevalence of internet gaming disorder in medical students: A Meta-Analysis. Front Psychiatry. 2021;12:760911.
Stevens MW, Dorstyn D, Delfabbro PH, King DL. Global prevalence of gaming disorder: A systematic review and meta-analysis. Australian New Z J Psychiatry. 2021;55(6):553–68.
Choi J. The impacts of elementary school students’ mobile game addiction on school adjustment & academic achievement: the moderating effect of empathy. Korea Inst Youth Facility Environ. 2016;14(2):187–97.
Wang J-L, Sheng J-R, Wang H-Z. The association between mobile game addiction and depression, social anxiety, and loneliness. Front Public Health. 2019:247.
Sayeed MA, Rasel MSR, Habibullah AA, Hossain MM. Prevalence and underlying factors of mobile game addiction among university students in Bangladesh. Global Mental Health. 2021;8:e35.
Centis E, Petroni ML, Ghirelli V, Cioni M, Navacchia P, Guberti E et al. Motivational interviewing adapted to group setting for the treatment of relapse in the behavioral therapy of obesity. Clin Audit Nutrients. 2020;12(12).
Afriwilda MT, Mulawarman M. The effectiveness of motivational interviewing counseling to improve psychological Well-Being on students with online game addiction tendency. Islamic guidance and counseling journal. (Online). 2021;4(1):106–15.
Verma T. Managing online video gaming-related addictive behaviors through motivational interviewing. Indian J Social Psychiatry. 2019;35(3):217–9.
Husnain MA. Stress level comparison of medical and non-medical students: A cross-sectional study done at various professional colleges in Karachi, Pakistan. Acta Psychopathol (Wilmington). 2017;3(2):8.
Zhang MW, Lim RB, Lee C, Ho RC. Prevalence of internet addiction in medical students: a meta-analysis. Acad Psychiatry. 2018;42:88–93.
Wagner CC, Ingersoll KS. Motivational interviewing in groups. Guilford Press; 2012.
Kendall MG. Rank correlation methods. Oxford, England: Griffin; 1948.
Pakpour AH, Fazeli S, Zeidi IM, Alimoradi Z, Georgsson M, Brostrom A, et al. Effectiveness of a mobile app-based educational intervention to treat internet gaming disorder among Iranian adolescents: study protocol for a randomized controlled trial. Trials. 2022;23(1):1–13.
Faust KA. Applying the transtheoretical model to problematic digital game use. University of Rhode Island; 2017.
Park JW, Park KH, Lee IJ, Kwon M. Standardization study of internet addiction improvement motivation scale. Psychiatry Invest. 2012;9(4):373.
Pontes HM, Griffiths MD. Measuring DSM-5 internet gaming disorder: development and validation of a short psychometric scale. Comput Hum Behav. 2015;45:137–43.
Apple Inc. iPhone User Guide: Keep track of your screen time on iPhone 2023 [Available from: https://support.apple.com/en-sg/guide/iphone/iph24dcd4fb8/ios
Google LLC. Digital Wellbeing 2023 [Available from: https://play.google.com/store/apps/details?id=com.google.android.apps.wellbeing%26;hl=en%26;=US
Du Y-s, Jiang W, Vance A. Longer term effect of randomized, controlled group cognitive behavioural therapy for internet addiction in adolescent students in Shanghai. Australian New Z J Psychiatry. 2010;44(2):129–34.
Faul F, Erdfelder E, Lang A-G, Buchner A. G* power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences. Behav Res Methods. 2007;39(2):175–91.
Bőthe B, Baumgartner C, Schaub MP, Demetrovics Z, Orosz G. Hands-off: feasibility and preliminary results of a two-armed randomized controlled trial of a web-based self-help tool to reduce problematic pornography use. J Behav Addictions. 2021;10(4):1015–35.
Park JJ, Booth N, Bagot KL, Rodda SN. A brief internet-delivered intervention for the reduction of gaming-related harm: a feasibility study. Computers Hum Behav Rep. 2020;2:100027.
Bottel L, Brand M, Dieris-Hirche J, Herpertz S, Timmesfeld N, Te Wildt BT. Efficacy of short-term telemedicine motivation-based intervention for individuals with internet use Disorder–A pilot-study. J Behav Addictions. 2021;10(4):1005–14.
Kobayashi N, Jitoku D, Mochimatsu R, Hamamura T, Honjo M, Takagi S, et al. Treatment readiness and prognosis for problematic smartphone use: evaluation of the stages of change, readiness, and treatment eagerness scale (SOCRATES) and log data. Psychiatry Clin Neurosciences Rep. 2024;3(1):e172.
Wei F-C, Huang C-H, Huang C-Y, Tsai Y-P, Jeng C. Effectiveness of health education and counseling on stages of change, decisional balance, and smoking cessation self-efficacy: A prospective self-control study. Patient Educ Couns. 2024;123:108206.
Shokri K, Entezari H, Khalednejad M, Saketghalb Langeroodi S, Samadifard N. The effectiveness of motivational interview on educational procrastination and online game addiction of adolescents. Med J Mashhad Univ Med Sci. 2024;67(3):1191–203.
Nuryono W. Cognitive behavioral counseling vs family counseling: which motivational interviewing is more effective to reduce game addiction in adolescents?? Edu consilium: jurnal Bimbingan Dan Konseling. Pendidikan Islam. 2024;5(1):1–16.
Tse N, Siu A, Tsang S, Jensen MP. Group motivational interviewing for adolescents at risk of internet gaming disorder: A Mixed-Methods preliminary evaluation. Clin Soc Work J. 2024:1–12.
Kaur MR, Dhillon RK, IMPACT OF MOTIVATIONAL INTERVIEWING ON ATTITUDE, AND BEHAVIOURAL OUTCOME OF INTERNET GAMING ADDICTION (IGA.) AMONG ADOLESCENTS. Idc Int J. 2021;8(3).
Kahaki R, Sheikhi MR, Zeidi IM, Ranjbaran M. Investigating the impact of motivational interviewing on internet addiction among students at Qazvin university of medical sciences. Iran J Neurodevelopmental Disorders. 2024;3(4):12–20.
Zhou X, Wu H. ScHiClassifier: a deep learning framework for cell type prediction by fusing multiple feature sets from single-cell Hi-C data. Brief Bioinform. 2024;26(1).
Yang X, Mann KK, Wu H, Ding J. ScCross: a deep generative model for unifying single-cell multi-omics with seamless integration, cross-modal generation, and in Silico exploration. Genome Biol. 2024;25(1):198.
Wu Y, Shi Z, Zhou X, Zhang P, Yang X, Ding J, et al. ScHiCyclePred: a deep learning framework for predicting cell cycle phases from single-cell Hi-C data using multi-scale interaction information. Commun Biol. 2024;7(1):923.
Zhang P, Wu H. IChrom-Deep: an Attention-Based deep learning model for identifying chromatin interactions. IEEE J Biomed Health Inf. 2023;27(9):4559–68.
Zhang P, Zhang H, Wu H. iPro-WAEL: a comprehensive and robust framework for identifying promoters in multiple species. Nucleic Acids Res. 2022;50(18):10278–89.
Zhang P, Wu Y, Zhou H, Zhou B, Zhang H, Wu H. CLNN-loop: a deep learning model to predict CTCF-mediated chromatin loops in the different cell lines and CTCF-binding sites (CBS) pair types. Bioinformatics. 2022;38(19):4497–504.
Biggs K, Hind D, Gossage-Worrall R, Sprange K, White D, Wright J, et al. Challenges in the design, planning and implementation of trials evaluating group interventions. Trials. 2020;21:1–16.
Kaczmarek LD, Behnke M, Dżon M. Eye problems and musculoskeletal pain in Pokémon go players. Sci Rep. 2022;12(1):19315.
Severo RB, Soares JM, Affonso JP, Giusti DA, de Souza AA, de Figueiredo VL, et al. Prevalence and risk factors for internet gaming disorder. Brazilian J Psychiatry. 2020;42(5):532–5.
Mills DJ, Milyavskaya M, Heath NL, Derevensky JL. Gaming motivation and problematic video gaming: the role of needs frustration. Eur J Social Psychol. 2018;48(4):551–9.
Cohen J. The effect size. Statistical power analysis for the behavioral sciences. Abingdon: Routledge; 1988. pp. 77–83.
Acknowledgements
The authors would like to thank Universiti Malaysia Sarawak for the support provided for this publication.Additionally, we would like to acknowledge significant contributions by Dr. Affizal bin Samsudin, Senior Lecturer and General Physician at FMHS, UNIMAS for his invaluable assistance with data collection and coordination of the GMI sessions.
Funding
The authors received no specific funding for this work.
Author information
Authors and Affiliations
Contributions
LLYC, the first author, made significant contributions to the conceptualisation, data collection, data analysis, and drafted of the manuscript. KSC and CYY contributed substantially to the conceptualization, development of the intervention, alignment and review of the manuscript. CCS provided significant support during the data collection stage, especially in organization of sessions with the medical students. KSC, CYY and CCS participated in the analysis and writing of the manuscript. All authors have read and approved the final manuscript.
Corresponding author
Ethics declarations
Ethics approval and consent to participate
The Medical Research Ethics Committee, Universiti Malaysia Sarawak (UNIMAS), reviewed this study’s protocol (UNIMAS/TNC(PI)/09–65/01 Jld.2 (53)) and granted ethical approval and consent from December 2023 to December 2025. Informed written consent to participate was obtained from the participants prior to the start of data collection. This study was carried out in accordance with the Declaration of Helsinki and institutional guidelines.
Consent for publication
Informed written consent permitting the publication of data was obtained from all participants.
Competing interests
The authors declare no competing interests.
Additional information
Publisher’s note
Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Electronic supplementary material
Below is the link to the electronic supplementary material.
Rights and permissions
Open Access This article is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License, which permits any non-commercial use, sharing, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if you modified the licensed material. You do not have permission under this licence to share adapted material derived from this article or parts of it. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
About this article
Cite this article
Lei, L.Y.C., Chen, Y.Y., Chai, C.S. et al. Assessing the effectiveness of group motivational interviewing in raising awareness of mobile gaming addiction among medical students: a pilot study. BMC Res Notes 18, 178 (2025). https://doiorg.publicaciones.saludcastillayleon.es/10.1186/s13104-025-07250-y
Received:
Accepted:
Published:
DOI: https://doiorg.publicaciones.saludcastillayleon.es/10.1186/s13104-025-07250-y