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Evaluating the effectiveness of the RES@T-A program of resources strengthening training for adolescents with problematic gaming

Evaluating the effectiveness of the RES@T-A program of resources strengthening training for adolescents with problematic gaming

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12622000994785
Acronym
None
Enrollment
59
Registered
2022-07-14
Start date
2022-09-30
Completion date
2023-07-11
Last updated
2025-09-08

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

None listed

Brief summary

RES@T-A is a program for teenagers who play video games at problematic levels – that is, their gaming interferes with at least one important area of their life such as schoolwork, relationships, mental health or physical health. The program was initially developed by German Psychiatrist Dr Kerstin Paschke and her team at the German Center for Addiction Research in Childhood and Adolescence at the Hamburg University Medical Centre. Over the past two years the program has been through multiple revisions involving both the German team and an Australian team led by Ass. Prof. Wayne Warburton at Macquarie University in Australia. The RES@T-A program being currently offered is the Australian version of what we believe will be close to the final version of the program. The German equivalent has already been successfully trialled at Hamburg, and the results there suggest the program can be very helpful for teenagers with problematic gaming, and for their families. The current study aims to evaluate the effectiveness of the program in terms of a range of outcomes, including levels of problematic gaming and screen use, mental health, physical health, sleep, cognitive function and socioemotional development. There are few good quality trials of programs for screen disorders, and very few well conducted studies looking at cognitive function in teens with problematic screen use compared to those without problems. The current study aims to address this gap with a thorough evaluation of the RES@T program and by collecting high quality data on cognitive function in program participants with problematic video game use and comparing to normal teenagers with no such problems..

Interventions

In total there are 13 sessions, all conducted in-person. - 3 individual sessions, 1-2½ hours, including testing - 9 group sessions with program content (2 hours). Groups have up to 16 participants. - 1 testing session to evaluate the retention of gains made in the program (1-1½ hours) These occur across a 5 month period, with the first 11 sessions occurring, roughly, in consecutive weeks. The final 2 sessions occur about 4 and 12 weeks after that. In addition, those in later offerings of the pr

In total there are 13 sessions, all conducted in-person. - 3 individual sessions, 1-2½ hours, including testing - 9 group sessions with program content (2 hours). Groups have up to 16 participants. - 1 testing session to evaluate the retention of gains made in the program (1-1½ hours) These occur across a 5 month period, with the first 11 sessions occurring, roughly, in consecutive weeks. The final 2 sessions occur about 4 and 12 weeks after that. In addition, those in later offerings of the program also need to do pre-program, post-program and retention testing at the same time as the first offering, to gather comparison data. Groups sessions include psychoeducation via facilitator, flipcharts, powerpoint presentations and watching videos; motivational interviewing techniques; CBT techniques; working through a series of worksheets; discussing homework (self-recorded observations); and informal discussion. All materials are purpose created for this program. Adherence to the program is assessed via assessment of self-recorded observations and self-recording of tasks, performed at home. This is done both in groups and in individual sessions (where adherence is assessed and discussed in greater detail). The program has five stages. Stage 1. Come in, stay in. Initial session. This is an individual session involving the teenager, a parent or parents and some RES@T team members. This will occur in the fortnight before the first program group session, at a time agreed between the parent and the RES@T team. In this session: - The teenager and parent(s) will be introduced to the program and will discuss that teenagers specific situation and needs; - The teenager will be given a unique ID that will allow us to match data from different time points in the program, but in a way that makes that teenager unidentifiable in the main data set; - The parent and teenager will each complete some online questionnaires while they are at the session; - The teenager will undertake some cognitive function tests. - At the completion of the session both the teenager and the parent will receive a $20 gift card. Stage 2: Psychoeducation. Gain insight, get bright Group sessions for teenagers Program session 1: Participants get to know each other and discuss their own situations. Teams are formed and various games are played. Statistics and facts about problematic gaming are provided to help participants better understand the problem and to know that they aren’t alone in having a problem with video games. Participants reflect on when gaming wasn’t a problem for them and then set goals for the program. Program session 2: In this session participants reflect on their own gaming behaviour, learn about what can cause problematic and disordered gaming, explore motivations to change gaming behaviour, and start to create their own explanation for why gaming has become a problem for them. Stage 3: Clever clogs instead of underdogs Group sessions for teenagers Program session 3: Eat, sleep, exercise, repeat. In this session participants learn how gaming impacts a healthy lifestyle and how a healthy lifestyle, including sufficient sleep, can help them manage their gaming better. Participants reflect on how their gaming has impacted their sleep and daily routines. Program session 4: Self care for confidence. In this session participants learn about self care and regulating self-esteem. They explore their talents and strengths, and use a decision-making tool to identify offline areas of strength, and offline activities they would enjoy or like to develop. The mid program review: This is an individual session involving the teenager, a parent or parents and some RES@T team members, that occurs in the week following program session 4. Individual feedback is given on the teenager’s progress and their training plan is evaluated. Any issues are discussed. Stage 4: Relation and connection Group sessions for teenagers Program session 5: The circuit of emotions. The teenagers will learn about the functions their emotions have, and about functional and dysfunctional emotion regulation. Participants reflect on the roles their emotions play during game play and about their own style of managing emotions, and create a list of strategies to use when under stress. Program session 6: Social relationships. Participants reflect on the advantages and disadvantages of face-to-face versus online relationships, and the need for F2F relationships is discussed. Participants create their own social network as a basis for potential offline relationships and learn important communication and relationship skills. Program session 7: Communication skills. Participants learn to differentiate between verbal and physical communication, and between communication that is validating versus invalidating. Participants learn about (cyber-)mobbing and rules of respectful interactions. Stage 5: Keeping the strength Group session for teenagers Program session 8: Relapse prevention. Participants learn about addiction memory and the concept of craving. They receive an anti-relapse plan and create a list of possibly risky situations that could lead back to problematic gaming. They add to the relapse plan problematic behaviours that could lead to a returning to old habits. Self-control strategies are also discussed. Training plans are evaluated and the winning team is announced. Post-Program session: This is an individual session involving the teenager, a parent or parents and some RES@T team members that occurs in the fortnight following program session 8. - Individual feedback will be given on the teenager’s progress - The emergency plan will be revised/updated as needed - The parent and teenager will each complete some online questionnaires; - The teenager will undertake some cognitive function tests. - At the completion of the session both the teenager and the parent will receive a $20 gift card. Group session for teenagers Program session 9: Booster session. In this session, which is run about 4 weeks after Program session 8, there is an open group discussion, participants reflect on their progress, and the team offer assistance in maintaining healthy game use. Retention testing: This is an individual session involving the teenager, a parent or parents and some RES@T team members that occurs about 8 weeks after the booster session. This is where we collect the final data that will help us understand whether the teenager has retained gains made during they program. - The parent and teenager will each complete some online questionnaires; - The teenager will undertake some cognitive function tests. - At the completion of the session both the teenager and the parent will receive a $20 gift card.

Sponsors

Macquarie University
Lead SponsorUniversity

Study design

Allocation
Non-randomised trial
Intervention model
Parallel
Primary purpose
Treatment
Masking
Open (masking not used)

Eligibility

Sex/Gender
All
Age
12 Years to 18 Years
Healthy volunteers
Yes

Inclusion criteria

- Participants must be high school students;

Exclusion criteria

For ethical reasons, participants cannot have one of the following conditions: o Bipolar Disorder, Schizophrenia, or another illness with symptoms of psychosis; o Another addiction including problem gambling. Applicants with Autism Spectrum Disorder will be assessed on a case by case basis

Outcome results

None listed

Source: ANZCTR · Data processed: Feb 4, 2026