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Effect of Multiplayer Online Battle Arena Games(MOBAs) on the mental health of adolescent population after the pandemic

Not yet recruiting
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
  • 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
  • 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
NameTimeMethod
To estimate the prevalence of Internet Gaming Disorder (IGD) among the MOBA adolescent gamers.At baseline.
Secondary Outcome Measures
NameTimeMethod
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, India
Dr Varun S Mehta
Principal investigator
9204858189
vs_mehta@yahoo.co.in

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