跳至主要内容
临床试验/NCT06811571
NCT06811571招募中不适用

A Study of the Effectiveness of a Mobile-based Early Intervention on Adolescent Hazardous Gaming

Shanghai Mental Health Center1 个研究点 分布在 1 个国家目标入组 100 人开始时间: 2022年7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
招募中
入组人数
100
试验地点
1
主要终点
the severity of gaming disorder

研究概览

简要总结

The investigators established a mobile-based early intervention on adolescent hazardous gaming and verified its effectiveness.

详细描述

Hazardous gaming is the precursor of gaming disorder. Early intervention on hazardous gaming is an effective strategy to prevent gaming disorder. Currently, there are few evidence-based early interventions, particularly the technology-based approaches with the advantage of user-friendliness. This study developed a mobile-based early intervention program based on cognitive-behavioral therapy (CBT) for adolescent hazardous gaming. In order to verify the effectiveness of the intervention, adolescent participants were recruited and divided into two groups. The intervention group received the one-month intervention, while the control group did not. Both groups accepted the assessments at baseline and two months after the intervention. Comparative analysis was carried out between the two groups and two time points, primarily on the severity of gaming disorder, gaming hours, gaming frequency, anxiety, depression and self-esteem.

研究设计

研究类型
Interventional
分配方式
Non Randomized
干预模型
Parallel
主要目的
Prevention
盲法
Quadruple (Participant, Care Provider, Investigator, Outcomes Assessor)

入排标准

年龄范围
12 Years 至 18 Years(Child, Adult)
性别
All
接受健康志愿者
是

入选标准

  • •(1) Clinical diagnosis of hazardous gaming defined in the ICD-11 (2) Fully comprehending the research's purpose and procedures and signing the informed consent

排除标准

  • •(1)Serious physical illness or intellectual disability (2) Clinical diagnosis of gaming disorder (3) Not completing all the interventions or assessments

研究组 & 干预措施

the intervention group

Experimental

The mobile-based early intervention on adolescent hazardous gaming was implemented through WeChat, a popular multipurpose social-networking app in China. The mini-program regularly delivered contents to the users' WeChat homepage, reminding them to timely complete the interventions. The completion status of the users was collected and sent to the backend intervention provider. The intervention group received the one-month intervention.

干预措施: the mobile-based early intervention (Behavioral)

the control group

No Intervention

The control group did not receive the intervention. Both two groups accepted the assessments at baseline and two months after the intervention.

结局指标

主要结局

the severity of gaming disorder

时间窗: baseline, two months after intervention

Measured by Gaming Disorder Screening Scale

次要结局

  • average daily gaming hours(baseline, two months after intervention)
  • frequency of gaming sessions(baseline, two months after intervention)
  • anxiety severity(baseline, two months after intervention)
  • depression severity(baseline, two months after intervention)
  • self-esteem(baseline, two months after intervention)

研究者

申办方类型
Other
责任方
Sponsor

研究点 (1)

Loading locations...

相似试验