EFFECTIVENESS OF SELF-CONTROL TECHNIQUE ON INTERNET GAMING DISORDER AMONG UNDERGRADUATE STUDENTS IN ABIA STATE
Keywords:
Internet Gaming Disorder, Disorder, Self-Control Technique, Undergraduate Students, Behavioural Intervention, NigeriaAbstract
The rapid growth of Internet gaming has introduced both entertainment and cognitive benefits, yet excessive engagement has led to the emergence of Internet Gaming Disorder (IGD), posing significant academic, social, and psychological challenges among undergraduates. This study investigated the effectiveness of self-control technique (SCT) on Internet gaming disorder (IGD) among Undergraduate Students in Abia State. Two research questions and two hypotheses guided the study. The population comprised 298 undergraduate students identified with symptoms of IGD, from where a sample of 24 participants was purposively selected. A quasi-experimental pretest-posttest non-randomized control group design was adopted. Participants were assigned to treatment group (SCT) and a control group. Data were collected using the Internet Gaming Disorder Identification Questionnaire for undergraduate students (IGDIQUS) and analyzed with descriptive and inferential statistics, SPSS. Subjects were assigned to the experimental group (n=12) or a control group (n=12). The experimental group underwent a structured, six-week SCT programme focusing on self-control techniques. Findings showed high prevalence of IGD. ANCOVA revealed a statistically significant reduction in IGD symptoms for the SCT group compared to the control at posttest. Repeated Measures ANCOVA confirmed that this therapeutic gain was sustained at the 4-week follow-up, with no significant relapse observed in the SCT group.).The study, therefore, demonstrates a high prevalence of IGD and provide robust evidence that a structured SCT intervention is effective in producing immediate and sustained reductions in IGD symptoms. Integrating self-control technique into university counselling services is strongly recommended to mitigate IGD and promote healthier digital engagement among students.