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