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Effect of Multiplayer Online Battle Arena Games(MOBAs) on the mental health of adolescent population after the pandemic

Multiplayer Online Battle Arena Games (MOBAs) and Mental Health of Adolescents in the Post Pandemic World: A Cross-Sectional Survey - NIL

Status
Active, not recruiting
Phases
Unknown
Study type
Observational
Source
CTRI
Registry ID
CTRI/2023/08/056434
Enrollment
1500
Registered
2023-08-11
Start date
Unknown
Completion date
Unknown
Last updated
2023-08-21

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

Conditions

None listed

Interventions

None listed

Sponsors

Central Institute of Psychiatry
Lead Sponsor

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

MeasureTime frame
To estimate the prevalence of Internet Gaming Disorder (IGD) among the MOBA adolescent gamers.Timepoint: At baseline.

Secondary

MeasureTime 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

Public ContactDr Varun S Mehta

Central Institute of Psychiatry

vs_mehta@yahoo.co.in9204858189

Outcome results

None listed

Source: CTRI (via WHO ICTRP) · Data processed: Feb 4, 2026