A Study of the Effectiveness of an Early Intervention on Adolescent Hazardous Gaming
- Conditions
- Gaming Disorder
- Registration Number
- NCT06811571
- Lead Sponsor
- Shanghai Mental Health Center
- Brief Summary
The investigators established a mobile-based early intervention on adolescent hazardous gaming and verified its effectiveness.
- Detailed Description
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.
Recruitment & Eligibility
- Status
- RECRUITING
- Sex
- All
- Target Recruitment
- 100
- (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
- (1)Serious physical illness or intellectual disability (2) Clinical diagnosis of gaming disorder (3) Not completing all the interventions or assessments
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Primary Outcome Measures
Name Time Method the severity of gaming disorder baseline, two months after intervention Measured by Gaming Disorder Screening Scale
- Secondary Outcome Measures
Name Time Method average daily gaming hours baseline, two months after intervention self-reported average hours spent gaming per day
frequency of gaming sessions baseline, two months after intervention self-reported number of gaming sessions per week
anxiety severity baseline, two months after intervention Measured by: Generalized Anxiety Disorder 7-item (GAD-7) Scale Scale Range: 0 to 21 (higher scores indicate worse anxiety)
depression severity baseline, two months after intervention Measured by: Patient Health Questionnaire-9 (PHQ-9) Scale Range: 0 to 27 (higher scores indicate worse depression)
self-esteem baseline, two months after intervention Measured by: Rosenberg Self-Esteem Scale (SES) Scale Range: 0 to 30 (higher scores indicate better self-esteem)
Related Research Topics
Explore scientific publications, clinical data analysis, treatment approaches, and expert-compiled information related to the mechanisms and outcomes of this trial. Click any topic for comprehensive research insights.
Trial Locations
- Locations (1)
Shanghai Mental Health Center
🇨🇳Shanghai, China