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Can group counselling help medical students improve awareness of their gaming habits?

Effectiveness of group motivational interviewing in raising awareness about the potential risks of mobile gaming behaviours leading to addiction among medical students: a pilot study

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
ISRCTN
Registry ID
ISRCTN93544148
Enrollment
40
Registered
2025-02-05
Start date
2024-06-05
Completion date
Unknown
Last updated
2025-04-28

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

Conditions

Mobile gaming addiction Mental and Behavioural Disorders

Interventions

A single-arm study will be conducted to test group motivational interviewing effectiveness in raising awareness about the potential risks of mobile gaming behaviours that could lead to addiction. Purp

Sponsors

Universiti Malaysia Sarawak
Lead Sponsor

Eligibility

Sex/Gender
All

Inclusion criteria

Inclusion criteria: Medical students with smartphones or tablets

Exclusion criteria

Exclusion criteria: 1. Prior MI training 2. Learning disabilities 3. History of substance abuse for the past 6 months 4. Suicidal ideation 5. Recent psychotherapy on internet gaming disorder

Design outcomes

Primary

MeasureTime frame
1. Effectiveness of GMI on the stages of change progression assessed through the Adapted Stages of Change (SoC) questionnaire at three timepoints (pre, post and 2 months post intervention) 2. Motivation to improve mobile game addiction assessed via the Internet Addiction Improvement Motivation Scale (IAIMS) at three timepoints (pre, post and 2 months post intervention)

Secondary

MeasureTime frame
1. Self-reported mobile game addiction measured via the Internet Gaming Disorders Scale – Short Form (IGDS9-SF) at three timepoints (pre, post and 2 months post intervention) 2. Screen Time and Digital Wellbeing applications were used to objectively measure mobile game usage on smartphones and tablets, but were not used directly to record, store data or modify the applications. Instead, participants used these commercial applications to manually record their objective mobile game usage. The data reflects the total weekly mobile game usage, evaluated in minutes, at three timepoints (pre, post and 2 months post intervention)

Countries

Malaysia

Contacts

Public ContactLeonard Yik Chuan Lei
22010302@siswa.unimas.my+60 (0)82581000

Outcome results

None listed

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