Effectiveness of Multicomponent Intervention for Adolescents with Problematic Video Gaming
试验速览
- 阶段
- 不适用
- 状态
- 尚未招募
- 发起方
- 入组人数
- 55
- 试验地点
- 1
- 主要终点
- The expected outcome is that, there would be significant difference in the intervention group, and the study will help in developing a standardized coping skills intervention for adolescents with problematic gaming behaviour.
研究概览
简要总结
Consecutive sampling will be employed to identify the student’s population from Pallottine hill public school in Kozhikode , Kerala. Once the students are selected, permission for doing the research will be obtained from the school authorities, from the parents and assent from students whose parents have given the consent. The researcher picks up the subjects who are meeting the inclusion criteria. The students from 7 th to 9 th graders will be screened for problematic video game usage. A screening test will be conducted among the students for problematic video game usage. Once the screening is done, those who meet the exclusion criteria will be given preventive psycho education or a leaflet.
The selected students will be then divided into the intervention group and control group using random sampling. Once the intervention group and the control group are formed, a baseline assessment will be conducted among both the groups. Post which, the intervention group will be given a combination of psychotherapies while the active control group will be divided into two. Here, one of the groups will be given psychological intervention while the other group will be waitlisted . This is to prove the efficacy of the multi component model. On completion of the intervention, a post- assessment will be conducted both in the intervention group and in the control groups.
研究设计
- 研究类型
- Interventional
- 分配方式
- Coin toss, Lottery, toss of dice, shuffling cards etc
- 盲法
- None
入排标准
- 年龄范围
- 11.00 Year(s) 至 14.00 Year(s)(—)
- 性别
- All
入选标准
- •The adolescents who are studying in 7th to 9th grades who have problematic video game usage .
- •The adolescents who are willing to participate in research.
排除标准
- •Subjects diagnosed with any mental illness.
- •Subjects who are below grade six and above grade ten are excluded Subjects who are not interested in video games.
结局指标
主要结局
The expected outcome is that, there would be significant difference in the intervention group, and the study will help in developing a standardized coping skills intervention for adolescents with problematic gaming behaviour.
时间窗: There are two time points , at the baseline level and after three weeks interval
次要结局
- In the post assessment after a month there will be decline in the usage of problematic video games and improvement in self esteem, wellbeing and decrease in social interaction anxiety.(one month interval)
研究者
Sterin Joseph
Christ (Deemed to be University)
