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"Breaking the Game" - A pilot study on the acceptance of a digital offer for young people with problematic computer game behavior

"Breaking the Game" - A pilot study on the acceptance of a digital offer for young people with problematic computer game behavior

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
DRKS
Registry ID
DRKS00038556
Enrollment
60
Registered
2025-12-01
Start date
2025-12-09
Completion date
Unknown
Last updated
2026-03-02

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

Conditions

Gaming disorder

Interventions

Group 1: Intervention group: “Breaking the Game” as self-learning training for 8 weeks Group 2: Waiting-control group: passive control group (intervention only after the waiting period has ended and

Sponsors

Universitätsklinik für Psychiatrie und Psychotherapie Abteilung Psychiatrie, Psychosomatik und Psychotherapie im Kindes- und Jugendalter
Lead Sponsor

Eligibility

Sex/Gender
All
Age
12 Years to 25 Years

Inclusion criteria

Inclusion criteria: 1. Age between 12 and 25 years. 2. Consent of the patient and, if applicable, the parents. 3. Exceeding a cut-off in the Gaming Disorder Scale for Adolescents (GADIS-A; Paschke, Austermann & Thomasius, 2020).

Exclusion criteria

Exclusion criteria: 1. Previous experience with “Breaking the Game” (self-disclosure) 2. Parallel treatment of GD at Baseline

Design outcomes

Primary

MeasureTime frame
Acceptance and feasibility of “Breaking the Game” for the target group: measured at T1 (after period of use) in the intervention group using MARS-G (German version of the Mobile App Rating Scale).

Secondary

MeasureTime frame
Verification of the feasibility of the study design and preparation for a larger-scale RCT: 1) Determination of an effect size with regard to changes in computer gaming behavior or the severity of symptoms of computer gaming disorder, which can be used for future power estimates: measured in the screening (before randomization and pre-questionnaire) and at T1 (after the usage or waiting period) using GADIS-A (Gaming Disorder Scale for Adolescents). 2) Dropout rate and reasons for discontinuation or complete participation: continuous recording; short qualitative survey in case of study discontinuation, on the reasons for discontinuing the study. 3) Number of potential participants to review individual recruitment strategies: ongoing recording. 4) Suitability of individual survey instruments: -Playing time/usage behavior: weekly log during usage period -Motivation to seek further help: measured at T0 (baseline) and T1 using individual questions on Likert scales. - Knowledge about gaming and gaming disorder: measured at T1 using a study-specific knowledge test. - Understanding of the function of one's own computer gaming behavior: measured at T0 and T1 using individual Likert scale questions. - General quality of life and subjective well-being: measured at T0 and T1 using the German version of the questionnaire for assessing generic quality of life and the WHO well-being index (EURO-HIS-QOL) - Psychosocial stress: measured at T0 using the SDQ (Strengths and Difficulties Questionnaire). 5. Number of parents participating in the study to assess the feasibility of including parents' opinions in the evaluation of results: ongoing recording.

Countries

Germany

Contacts

Public ContactIsabel Brandhorst

Universitätsklinik für Psychiatrie und Psychotherapie Abteilung Psychiatrie, Psychosomatik und Psychotherapie im Kindes- und Jugendalter

isabel.brandhorst@med.uni-tuebingen.de+4970712982292

Outcome results

None listed

Source: DRKS (via WHO ICTRP) · Data processed: Mar 14, 2026