None listed
Conditions
Interventions
None listed
Sponsors
Eligibility
Inclusion criteria
Inclusion criteria: INCLUSION CRITERIA FOR GAMERS (MOBA & NON MOBA) 1. Adolescents of either gender aged 11 years to less than 18 years. 2. Adolescents who can read and understand English. 3. Adolescents having access to any electronic devices like mobile phones, laptops, personal computers, or gaming consoles. 4. Adolescents who are spending at least 30 minutes of his time every day playing games. 5. Parent of the adolescent giving a written informed consent for participation in the study and the adolescent providing an assent for participation. INCLUSION CRITERIA FOR NON GAMERS (MOBA & NON MOBA) 1. Adolescents of either gender aged 11 years to less than 18 years. 2. Adolescents who can read and understand English. 3. Adolescents having access to any electronic devices like mobile phones, laptops, personal computers, or gaming consoles. 4. Adolescents who are spending less than 30 minutes per day of his time playing games. 5. Parent of the adolescent giving a written informed consent for participation in the study and the adolescent providing an assent for participation.
Exclusion criteria
Exclusion criteria: EXCLUSION CRITERIA FOR GAMERS (MOBA & NON-MOBA) 1. Adolescents with any physical condition or disability that interferes with their participation in the study. EXCLUSION CRITERIA FOR NON GAMERS (MOBA & NON-MOBA) 1. Adolescents with any physical condition or disability that interferes with their participation in the study.
Design outcomes
Primary
| Measure | Time frame |
|---|---|
| To estimate the prevalence of Internet Gaming Disorder (IGD) among the MOBA adolescent gamers.Timepoint: At baseline. | — |
Secondary
| Measure | Time frame |
|---|---|
| To assess the association of gaming & clinical characteristics with the levels of depression & anxiety among the Multiplayer Online Battle Arena (MOBA) adolescent gamers.Timepoint: 4 weeks ;To compare the levels of anxiety, depression & loneliness among the adolescent gamers & non-gamers.Timepoint: 4 weeks;To compare the levels of anxiety, depression & loneliness among the Multiplayer Online Battle Arena (MOBA) adolescent gamers & the non MOBA adolescent gamers.Timepoint: Baseline;To compare the motivations to play & social connectedness among the Multiplayer Online Battle Arena (MOBA) adolescent gamers & the non MOBA adolescent gamers.Timepoint: Baseline | — |
Countries
India
Contacts
Central Institute of Psychiatry