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A Study of the Effectiveness of an Early Intervention on Adolescent Hazardous Gaming

A Study of the Effectiveness of a Mobile-based Early Intervention on Adolescent Hazardous Gaming

Status
Recruiting
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06811571
Enrollment
100
Registered
2025-02-06
Start date
2022-07-01
Completion date
2025-12-31
Last updated
2025-02-06

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

Conditions

Gaming Disorder

Brief summary

The investigators established a mobile-based early intervention on adolescent hazardous gaming and verified its effectiveness.

Detailed description

Hazardous gaming is the precursor of gaming disorder. Early intervention on hazardous gaming is an effective strategy to prevent gaming disorder. Currently, there are few evidence-based early interventions, particularly the technology-based approaches with the advantage of user-friendliness. This study developed a mobile-based early intervention program based on cognitive-behavioral therapy (CBT) for adolescent hazardous gaming. In order to verify the effectiveness of the intervention, adolescent participants were recruited and divided into two groups. The intervention group received the one-month intervention, while the control group did not. Both groups accepted the assessments at baseline and two months after the intervention. Comparative analysis was carried out between the two groups and two time points, primarily on the severity of gaming disorder, gaming hours, gaming frequency, anxiety, depression and self-esteem.

Interventions

BEHAVIORALthe mobile-based early intervention

The theoretical framework of the intervention was based on Cognitive Behavior Therapy (CBT). We designed three modules, which were the Gaming behavior management, the Gaming cognition establishment and the Early intervention on risk and protective factors. The interventions included self-monitoring questionnaires, scientific popular articles, and online lectures.

Sponsors

Shanghai Mental Health Center
Lead SponsorOTHER

Study design

Allocation
NON_RANDOMIZED
Intervention model
PARALLEL
Primary purpose
PREVENTION
Masking
QUADRUPLE (Subject, Caregiver, Investigator, Outcomes Assessor)

Eligibility

Sex/Gender
ALL
Age
12 Years to 18 Years
Healthy volunteers
Yes

Inclusion criteria

* (1) Clinical diagnosis of hazardous gaming defined in the ICD-11 (2) Fully comprehending the research's purpose and procedures and signing the informed consent

Exclusion criteria

* (1)Serious physical illness or intellectual disability (2) Clinical diagnosis of gaming disorder (3) Not completing all the interventions or assessments

Design outcomes

Primary

MeasureTime frameDescription
the severity of gaming disorderbaseline, two months after interventionMeasured by Gaming Disorder Screening Scale

Secondary

MeasureTime frameDescription
average daily gaming hoursbaseline, two months after interventionself-reported average hours spent gaming per day
frequency of gaming sessionsbaseline, two months after interventionself-reported number of gaming sessions per week
anxiety severitybaseline, two months after interventionMeasured by: Generalized Anxiety Disorder 7-item (GAD-7) Scale Scale Range: 0 to 21 (higher scores indicate worse anxiety)
depression severitybaseline, two months after interventionMeasured by: Patient Health Questionnaire-9 (PHQ-9) Scale Range: 0 to 27 (higher scores indicate worse depression)
self-esteembaseline, two months after interventionMeasured by: Rosenberg Self-Esteem Scale (SES) Scale Range: 0 to 30 (higher scores indicate better self-esteem)

Countries

China

Contacts

Primary ContactNa Zhong, MD
winco917@hotmail.com08613671644472

Outcome results

None listed

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