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Efficacy of Indigenously Adapted Cognitive Behavioral Therapy for Reducing Gaming Addiction Among Adolescents

Efficacy of Indigenously Adapted Cognitive Behavioral Therapy for Reducing Gaming Addiction Among Adolescents

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT05927883
Enrollment
60
Registered
2023-07-03
Start date
2023-10-02
Completion date
2024-06-30
Last updated
2024-08-07

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

Conditions

Internet Gaming Disorder

Brief summary

Research evidence identified internet gaming as an emerging problem in youth across the globe and a lot of interventions are being used for managing gaming and associated psychological problems considering cultural aspects. Therefore, the present study aims at investigating the efficacy of Indigenously adapted cognitive behavior therapy for internet gaming addiction among Pakistani Youth. For this purpose, adolescents enrolled in 8th-12th grades in elementary and higher secondary schools in twin cities of Pakistan. Adolescents who scored high on Internet gaming disorder in screening will be included in the study and further detailed investigation will be completed by administering semi-structured Clinical Interviews, Coping inventory, self-control, and social connectedness. Participants will be divided into 2 groups i.e. experimental and control groups.

Interventions

BEHAVIORALIndigenously Adapted Cognitive Behavioral Therapy

IACBTGA will be comprised of 8 weekly sessions. Cognitive and behavioral strategies will be provided in sessions

Sponsors

Bahria University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
DOUBLE (Subject, Outcomes Assessor)

Eligibility

Sex/Gender
ALL
Age
13 Years to 19 Years
Healthy volunteers
Yes

Inclusion criteria

1. Adolescents ranging from 13 - 19 years (WHO, 2013) enrolled in an educational institute in the vicinity of the Federal capital area 2. Playing Internet offline/online games. 3. Excessive users who play more than 5-8 hours per day,40 hours per week will be included. 4. Playing games for at least the past year. 5. No history of major illness or any other psychological disorder.

Exclusion criteria

1. Diagnosed prior for any mental or psychological disorder. 2. Receiving any psychotherapy or medication for any particular disorder

Design outcomes

Primary

MeasureTime frameDescription
Internet Gaming Disorder Scale - short form1 yearScreening tool for internet gaming addiction based on DSM-5 criteria; Minimum score will be 9 and maximum score will be 45. Cutoff score is 25.

Secondary

MeasureTime frameDescription
Brief Self-Control Scale1 yearThe scale measures an individual's self-control. Minimum score will be 13 and maximum score will be 65. Higher score indicate low self control

Countries

Pakistan

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026