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Intervention for adolescents with problematic video gaming in non-clinical population

Effectiveness of Multicomponent Intervention for Adolescents with Problematic Video Gaming - nil

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
CTRI
Registry ID
CTRI/2024/11/077118
Enrollment
55
Registered
2024-11-20
Start date
Unknown
Completion date
Unknown
Last updated
2024-12-09

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

Conditions

None listed

Interventions

Intervention1: Multicomponent Intervention for Adolescents with Problematic Video Gaming: The intervention provides psychological care in school settings to educate, prevent and manage adolescents wit

Sponsors

Sterin Joseph
Lead Sponsor

Eligibility

Inclusion criteria

Inclusion criteria: 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.

Exclusion criteria

Exclusion criteria: 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

Design outcomes

Primary

MeasureTime frame
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.Timepoint: There are two time points , at the baseline level and after three weeks interval

Secondary

MeasureTime frame
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.Timepoint: one month interval

Countries

India

Contacts

Public ContactDr Tony Sam George

Christ University

tony.sam.george@christuniversity.in9845079289

Outcome results

None listed

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