TY - THES ID - 146389604 TI - Mémoire, y compris stage professionnalisant[BR]- Séminaires méthodologiques intégratifs[BR]- Mémoire : "Utilisation de l'approche de la norme sociale dans le développement de campagnes de réduction des risques, visant la diminution des comportements problématiques de gaming chez les jeunes en province de Liège" AU - Dhesse, Loïc AU - Silvestre, Aude AU - De Viron, Hélène AU - Dardenne, Benoît AU - TRIFFAUX, Jean-Marc AU - Donneau, Anne-Françoise AU - Hoge, Axelle PY - 2020 PB - Liège Université de Liège (ULiège) DB - UniCat KW - social norm KW - video games KW - prevention campaign KW - additions KW - Sciences de la santé humaine > Santé publique, services médicaux & soins de santé UR - https://www.unicat.be/uniCat?func=search&query=sysid:146389604 AB - For many years video games have grown to become a regular leisure activity for young adolescents and adults of our time. Unfortunately with their success, the disadvantages also came. In fact, some people can become addicted to video games which can affect their daily activities, such as carrying out their school homework. This phenomenon is also present in Belgium. To try to tackle this problem, a consortium of partners active within the EMR is working with the aim of creating a prevention campaign based on a new approach, that of the social norm (SNA), in order to improve the Belgian prevention offer already in force. This innovative approach has already shown promising results in different regions of the world. This thesis will determine if the social norm approach can be considered and applied within the province of Liège, among young people aged 12 to 26. The methodology of this dissertation is quantitative. It is an observational study with the aim of measuring the consumption of video games and the estimation of the social norm of the target audience. In addition to the dissemination of an online questionnaire, an inventory of good practice in terms of prevention was carried out. The population studied represents young people aged 12 to 26 in the province of Liège. The results show that the target audience overestimates the consumption of video games by their peers compared to their personal consumption. In addition, the feeling of belonging to the social group is very present among these same young people from the province of Liège. A prevention campaign based on the social norm approach in the province of Liège is therefore possible for young people aged 12 to 26. ER -