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A Study of the Effectiveness of an Early Intervention on Adolescent Hazardous Gaming

Not Applicable
Recruiting
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
Inclusion Criteria
  • (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
Exclusion Criteria
  • (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
NameTimeMethod
the severity of gaming disorderbaseline, two months after intervention

Measured by Gaming Disorder Screening Scale

Secondary Outcome Measures
NameTimeMethod
average daily gaming hoursbaseline, two months after intervention

self-reported average hours spent gaming per day

frequency of gaming sessionsbaseline, two months after intervention

self-reported number of gaming sessions per week

anxiety severitybaseline, 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 severitybaseline, two months after intervention

Measured by: Patient Health Questionnaire-9 (PHQ-9) Scale Range: 0 to 27 (higher scores indicate worse depression)

self-esteembaseline, two months after intervention

Measured by: Rosenberg Self-Esteem Scale (SES) Scale Range: 0 to 30 (higher scores indicate better self-esteem)

Trial Locations

Locations (1)

Shanghai Mental Health Center

🇨🇳

Shanghai, China

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