Effect of Multiplayer Online Battle Arena Games(MOBAs) on the mental health of adolescent population after the pandemic
- Conditions
- Adolescent populations playing Multiplayer Online Battle Arena(MOBA) games, Non-Multiplayer Online Battle Arena(MOBA) games and not playing any games
- Registration Number
- CTRI/2023/08/056434
- Lead Sponsor
- Central Institute of Psychiatry
- Brief Summary
Internet games are one of the leading forms of entertainment. The patients of Internet Gaming Disorder are associated with psychological distress and poor sleep quality. After the COVID pandemic, adolescents were found to be more affected than adults and it showed more impact on youth mental health. The exact psychological effects of long term playing of Multiplayer Online Battle Arena(MOBA) games is not known. Some studies associate it with increasing risk of mental disorders while some studies link this to leadership developmental qualities. Hence, this study aims to estimate the prevalence of Internet Gaming Disorder among the adolescent gamers playing Multiplayer Online Battle Arena(MOBA) games, recognize their motives to play and understand the impact on their mental health. This study will also compare the motivations to play and social connectedness among MOBA adolescent games, the non-MOBA adolescent gamers, to compare the levels of anxiety, depression, loneliness among the two groups, and to assess the levels of anxiety, depression and loneliness among adolescent gamers and non-gamers.
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- Not Yet Recruiting
- Sex
- All
- Target Recruitment
- 1500
- INCLUSION CRITERIA FOR GAMERS (MOBA & NON MOBA) 1.
- Adolescents of either gender aged 11 years to less than 18 years.
- Adolescents who can read and understand English.
- Adolescents having access to any electronic devices like mobile phones, laptops, personal computers, or gaming consoles.
- Adolescents who are spending at least 30 minutes of his time every day playing games.
- Parent of the adolescent giving a written informed consent for participation in the study and the adolescent providing an assent for participation.
- INCLUSION CRITERIA FOR NON GAMERS (MOBA & NON MOBA) 1.
- Adolescents who are spending less than 30 minutes per day of his time playing games.
- EXCLUSION CRITERIA FOR GAMERS (MOBA & NON-MOBA) 1.
- Adolescents with any physical condition or disability that interferes with their participation in the study.
- EXCLUSION CRITERIA FOR NON GAMERS (MOBA & NON-MOBA) 1.
Study & Design
- Study Type
- Observational
- Study Design
- Not specified
- Primary Outcome Measures
Name Time Method To estimate the prevalence of Internet Gaming Disorder (IGD) among the MOBA adolescent gamers. At baseline.
- Secondary Outcome Measures
Name Time Method To compare the levels of anxiety, depression & loneliness among the adolescent gamers & non-gamers. 4 weeks To compare the motivations to play & social connectedness among the Multiplayer Online Battle Arena (MOBA) adolescent gamers & the non MOBA adolescent gamers. Baseline To compare the levels of anxiety, depression & loneliness among the Multiplayer Online Battle Arena (MOBA) adolescent gamers & the non MOBA adolescent gamers. Baseline To assess the association of gaming & clinical characteristics with the levels of depression & anxiety among the Multiplayer Online Battle Arena (MOBA) adolescent gamers. 4 weeks
Trial Locations
- Locations (1)
Central Institute of Psychiatry
🇮🇳Ranchi, JHARKHAND, India
Central Institute of Psychiatry🇮🇳Ranchi, JHARKHAND, IndiaDr Varun S MehtaPrincipal investigator9204858189vs_mehta@yahoo.co.in