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临床试验/NCT05917977
NCT05917977进行中(未招募)不适用

A Randomized Controlled Study of Collective Motivational Interviewing (CMI) for Adolescents With Internet Gaming Disorder

Hong Kong College of Technology1 个研究点 分布在 1 个国家目标入组 172 人开始时间: 2023年6月1日最近更新:
适应症
干预措施

试验速览

阶段
不适用
状态
进行中(未招募)
入组人数
172
试验地点
1
主要终点
Severity of IGD

研究概览

简要总结

The present study examines the efficacy of CMI in reducing adolescent IGD symptoms and enhancing social support given by CSOs among adolescents with high risk of IGD (probable IGD cases screened positive by validated tools). It is hypothesized that the intervention group (with CMI plus IGD education materials for both the clients and his/her selected CSO) would show more improvements in reduction in the severity of IGD, motivation to change maladaptive gaming behaviour, craving on gaming, and social support obtained from CSOs than to the control group (only educational materials for both the client and the CSOs).

详细描述

This study adopts a randomized controlled efficacy study with an open-label parallel-group design. The trial will be registered by the WHO's International Clinical Trials Registry Platform once the project is approved. Research participants will be recruited from the primary and secondary schools, and youth social services. After completing the screening process, research participants who are confirmed to fit the inclusion criteria will be randomly assigned to the intervention group with CMI intervention plus IGD education materials to both adolescents with IGD and their CSO or the control group with IGD education materials alone. The present study sets four-time points to track the change in the between-group difference of the primary and secondary outcomes from the baseline (T0) to post-intervention (T1), 3-month follow-up (T2), and 6-month follow-up (T3).

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Treatment
盲法
None

入排标准

年龄范围
10 Years 至 16 Years(Child)
性别
All
接受健康志愿者
否

入选标准

  • •for Adolescents:
  • •Aged between 10-16
  • •Probable IGD condition screened by the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) reaching the cut-off value at 21, those at high risk of having IGD but no IGD cases with clinical diagnosis, although the symptoms measured by IGDS9-SF are equivalent to DSM-5 IGD criteria)
  • •Hong Kong ID card holder
  • •Chinese speaking
  • •Student identity
  • •Possessing an electronic mobile device or computer
  • •Willingness to participate in the intervention/control group and complete four surveys (baseline, post-intervention, 3-month follow-up, and 6-month follow-up)
  • •Can nominate a CSO (e.g., parents) [client's autonomy is a critical factor to facilitate motivation posited by the self-determination theory (Ryan & Deci, 2020) (9) to obtain informed consent and parental consent
  • •Inclusion Criteria for CSO:
  • •Aged greater than 18 years
  • •Having a close relationship with the adolescent with probable IGD (as rated by participants being generally supportive of the participants)
  • •Being willing to participate in the present study and provide informed consent

排除标准

  • •for Adolescents:
  • •Participants who have psychiatric problems such as psychosis, significant cognitive impairment and/or receiving active and structured psychotherapy about IGD elsewhere will be excluded (Nielsen et al., 2021).
  • •Exclusion Criteria for CSO:
  • •Participants who have psychosis, aggressive or suicidal behavior
  • •Having life-threatening medical conditions

研究组 & 干预措施

Control group (Education Materials)

Other

After completing the baseline screening, survey and randomization, the participants in the control group will receive educational materials regarding topics including: (1) what IGD is and its consequences, (2) how to communicate with parents about the gaming time, and (3) how to develop a healthy lifestyle, etc.

干预措施: Control group (Education Materials) (Other)

Intervention group (Collective Motivational Interviewing plus Education Materials)

Experimental

Participants in the intervention group will be given the same Internet Gaming Disorder (IGD) education materials as those in the control group, thus, they will further participate in four counseling sessions with Collective Motivational Interviewing (CMI) (each session 60 mins). In the first session, adolescents with Internet Gaming Disorder will be implemented a standard MI session to elicit and strengthen the client's motivation to change. In the second session, a nominated CSO of the client will participate in a standard MI session to elicit their motivation to help the client toward change and prepare positive attitudes of CSO for the conjoint session. Afterward, the third and fourth sessions (75 mins) will be conjoint sessions. The Collective Motivational Interviewing practitioners will create a safe platform for both parties to share their perspectives with openness and trustfulness, in turn, to reach an agreed goal (e.g., develop a change plan on internet gaming behaviors).

干预措施: Collective Motivational Interviewing plus Education Materials (Behavioral)

结局指标

主要结局

Severity of IGD

时间窗: Change from Baseline (T0) Severity of IGD at 6-month follow-up (T3)

The nine-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) are used to detect the change in the severity of IGD. It is the first brief standardized psychometric tool of IGD based on the nine DSM-5 IGD criteria. This instrument has been translated into 15 languages and is widely used in research and clinical settings. In addition, a validated Chinese version with satisfactory psychometric properties is available (Qin et al., 2020). The items were rated by using a 5-point Likert scale (1 = Never to 5 = Very often).

Severity of IGD

时间窗: Change from Baseline (T0) Severity of IGD at posttest (T1: After intervention)

The nine-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) are used to detect the change in the severity of IGD. It is the first brief standardized psychometric tool of IGD based on the nine DSM-5 IGD criteria. This instrument has been translated into 15 languages and is widely used in research and clinical settings. In addition, a validated Chinese version with satisfactory psychometric properties is available (Qin et al., 2020). The items were rated by using a 5-point Likert scale (1 = Never to 5 = Very often).

Severity of IGD

时间窗: Change from Baseline (T0) Severity of IGD at 3-month follow-up (T2)

The nine-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) are used to detect the change in the severity of IGD. It is the first brief standardized psychometric tool of IGD based on the nine DSM-5 IGD criteria. This instrument has been translated into 15 languages and is widely used in research and clinical settings. In addition, a validated Chinese version with satisfactory psychometric properties is available (Qin et al., 2020). The items were rated by using a 5-point Likert scale (1 = Never to 5 = Very often).

次要结局

  • Social support from CSO(Change from Baseline (T0) Social support from CSO at 6-month follow-up (T3))
  • Child-Parent Relationship(Change from Baseline (T0) Child-Parent Relationship at 6-month follow-up (T3))
  • Craving for Internet Gaming(Change from Baseline (T0) Craving for Internet Gaming at 6-month follow-up (T3))
  • Motivation to change maladaptive gaming behaviour(Change from Baseline (T0) Motivation to change maladaptive gaming behaviour at 6-month follow-up (T3))
  • Parental Stress(Change from Baseline (T0) Parental Stress at 6-month follow-up (T3))
  • Motivation for treatment(Change from Baseline (T0) Motivation for treatment at 6-month follow-up (T3))
  • Parental Stress(Change from Baseline (T0) Parental Stress at 3-month follow-up (T2))
  • Motivation to change maladaptive gaming behaviour(Change from Baseline (T0) Motivation to change maladaptive gaming behaviour at posttest (T1: After intervention))
  • Motivation to change maladaptive gaming behaviour(Change from Baseline (T0) Motivation to change maladaptive gaming behaviour at 3-month follow-up (T2))
  • Craving for Internet Gaming(Change from Baseline (T0) Craving for Internet Gaming at posttest (T1: After intervention))
  • Craving for Internet Gaming(Change from Baseline (T0) Craving for Internet Gaming at 3-month follow-up (T2))
  • Social support from CSO(Change from Baseline (T0) Social support from CSO at posttest (T1: After intervention))
  • Social support from CSO(Change from Baseline (T0) Social support from CSO at 3-month follow-up (T2))
  • Child-Parent Relationship(Change from Baseline (T0) Child-Parent Relationship at posttest (T1: After intervention))
  • Child-Parent Relationship(Change from Baseline (T0) Child-Parent Relationship at 3-month follow-up (T2))
  • Parental Stress(Change from Baseline (T0) Parental Stress at posttest (T1: After intervention))
  • Motivation for treatment(Change from Baseline (T0) Motivation for treatment at posttest (T1: After intervention))
  • Motivation for treatment(Change from Baseline (T0) Motivation for treatment at 3-month follow-up (T2))

研究者

申办方类型
Other
责任方
Principal Investigator
主要研究者

Dr. Tse Ka Wo

BSW HKU, MSc International Addiction Studies KCL, Ph.D. HKU, MINT Certified Trainer, CGC (Canada), Ccoun&AF(HKPCA), R.S.W. (Hong Kong), Assistant Professor, Department of Applied Social Sciences

Hong Kong College of Technology

研究点 (1)

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