The effect of instrumental and classical conditioning to reduce gaming in 10-15 year olds

The World Health Organisation is currently in the process of defining a video/internet gaming addiction/disorder, which includes the problematic and/or obsessive playing of video games in a way that significantly impacts on other aspects of the gamer’s life – much like other addictions are defined.

Your brief is to design, AND explore HOW you will test the effectiveness, of an intervention to reduce gaming frequency to non-problematic levels in a group of 10-15 year olds, using conditioning principles. You will likely need to incorporate elements of both instrumental and classical conditioning in your intervention. 

Include: 

Background literature review: Describe relevant previous studies and relay why they are significant factors in the need to develop this study. Discuss variables for your study (400 words) (Include 8 references)

Study design: Describe your intervention. Include what will be manipulated, what participants will have to do, what data will be collected, and how those data will be used (including how they will be analysed) to answer the research question. How does this design/intervention make a difference to current research? What variables manipulated/included in the study, and why were they included? (500 words, can include figures/graphs/tables.) 

Stakeholder summary: A brief summary of the practical benefits of the research outcomes for the relevant stakeholder (the WHO in this case). This includes a clear description of how the particular research outcomes you will deliver, will help them to solve their problem. (200 words) 

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