3.4.3. Promote Education on Offline and Online Health Behaviors in Young Populations

The third policy option addresses all Internet users, especially those who have appeared as more at risk for developing Internet use-related addiction problems. All reviewed studies have highlighted common aspects related to promoting healthy Internet use, especially in adolescents and young adults, as some gaming genres are very demanding regarding competition and social involvement (e.g., MMORPGs). The following options are preventive actions which can be introduced:


In the EU, there is a need for programs and campaigns addressing children and youth to promote awareness of the risks of online behaviors at an individual person's level. Studies have shown school interventions are usually effective, even more so if they include a psychological component (e.g., impulsivity management techniques when gaming). Young individuals should be engaged in conversations and activities concerning offline and online health, potential positive and negative implications of excessive online behaviors, and provided with information on alternative pastime activities and alternative coping strategies not involving Internet use.

The usual problem user is an adolescent who increasingly spends time gaming alone at home, usually plays MMORPGs, and experiences co-occurring problems and negative impacts in their daily life. Thus, problem cases should be treated on a case-by-case basis when detected with tailored psychological and educational interventions, including CBT, whilst ensuring treatment encompasses interventions for comorbidities. The young user should be able to determine which functions the maladaptive Internet use fulfils in his or her life, and which other options are available to him or her with professional support. These actions can be supported by other initiatives in educational and health settings, which require resources and action plans (e.g., providing funding and resources).
