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A Study to Evaluate the Effectiveness of Group Gaming Interventions for Individuals With Problematic Gaming Behavior and Gaming Disorder.

A Study to Evaluate the Effectiveness of Group Gaming Interventions for Individuals With Problematic Gaming Behavior and Gaming Disorder.

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07363850
Enrollment
100
Registered
2026-01-23
Start date
2025-10-01
Completion date
2026-12-31
Last updated
2026-01-23

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

Conditions

Gaming Disorder

Keywords

Gaming Disorder

Brief summary

This is a randomized, parallel-group, two-arm study design registered with the Chinese Clinical Trial Registry. The study divides participants into an intervention group and a control group in the same ratio. The participants in the intervention group will receive a series of game-based activities and treatment. Firstly, we will distribute the recruitment advertisements for this intervention program in the school, including the project introduction, registration code, and contact details. Secondly, if students are interested in this project, they need to screen the code, and completely fill in personal information, and the screening questionnaire. Thirdly, students reaching the inclusion criteria and their parents will be invited to participate in a project briefing session and obtain their informed consent. Lastly, three times assessments in the whole process will be conducted, preintervention(T0), post-intervention(T1), and at a three-month(T3) follow-up. Importantly, participants can quit the project at any time during the whole process.

Interventions

BEHAVIORALgroup gaming interventions

Each intervention is once a week for 90 minutes. A total of 10 sessions are set up, divided into the beginning stage (the 1st and the 2nd sessions), the middle stage (the 3rd to 8th), and the end stage (the 9th and 10th sessions). At this stage, the leader distributes point cards and wish lists to each member and explains the scoring rules, updating scores at the end of each activity. The point system combines group and individual scoring for cumulative totals. Each member may list desired prizes on their wish list, which will be redeemed for rewards based on their point total when the group concludes. The main aim of the middle stage is to knowledge game types, learn game reward mechanisms, the concept of IGD and influencing factors, and how to play healthily. In the end stage, each subgroup needs to show their complete game design, including the game name, game character, game rule, and reward mechanism, and all participants will make a summary of the whole process and say farewell

Sponsors

Shanghai Mental Health Center
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
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 interventionDescription: Measured by Gaming Disorder Screening Scale

Secondary

MeasureTime frameDescription
average daily gaming hoursbaseline, two months after interventionself-reported number of gaming sessions per week
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

CONTACTNa Zhong, MD
winco917@hotmail.com008613671644472

Outcome results

None listed

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