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Recruiting NCT07363850

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

No phase Interventional Gaming Disorder

For patients and families

In plain language

An automatic summary of structured registry data. It is an orientation aid, not a substitute for the official protocol or a physician assessment.

What is being studied
The protocol lists: group gaming interventions.
Who it may be relevant to
Registry conditions: Gaming Disorder. Basic parameters: 12 years — 18 years · All.
What needs checking
Age, condition and sex are only basic indicators. Prior treatment, laboratory values and other mandatory requirements appear in the eligibility criteria below.
Where it takes place
China
Next step
Save the trial, show it to the treating physician, and confirm current recruitment with the study center. Costs, documents and travel →

Overview

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

  • Behavioral group 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 prize

Primary outcome measures

  • the severity of gaming disorder [Time frame: baseline, two months after intervention]
Secondary outcome measures (5)
  • average daily gaming hours [Time frame: baseline, two months after intervention]
  • frequency of gaming sessions [Time frame: baseline, two months after intervention]
  • anxiety severity [Time frame: baseline, two months after intervention]
  • depression severity [Time frame: baseline, two months after intervention]
  • self-esteem [Time frame: baseline, two months after intervention]

Eligibility criteria

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

Criteria are shown verbatim from the registry (in English). Final eligibility is always assessed by the study center.

Healthy volunteers: Yes

Study design

Allocation
Randomized
Model
Parallel assignment
Masking
Quadruple blind
Primary purpose
Treatment

Study locations

China · 1 center
  • Shanghai Mental Health Center — Shanghai

Identifiers

NCT: NCT07363850 · NZhong-008

Primary sources (government registries)

View this study on ClinicalTrials.gov ↗