A Study of the Effectiveness of an Early Intervention on Adolescent Hazardous Gaming
1 other identifier
interventional
100
1 country
1
Brief Summary
The investigators established a mobile-based early intervention on adolescent hazardous gaming and verified its effectiveness.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P50-P75 for not_applicable
Started Jul 2022
Longer than P75 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
July 1, 2022
CompletedFirst Submitted
Initial submission to the registry
July 16, 2024
CompletedFirst Posted
Study publicly available on registry
February 6, 2025
CompletedPrimary Completion
Last participant's last visit for primary outcome
December 31, 2025
CompletedStudy Completion
Last participant's last visit for all outcomes
December 31, 2025
CompletedFebruary 6, 2025
June 1, 2024
3.5 years
July 16, 2024
February 4, 2025
Conditions
Outcome Measures
Primary Outcomes (1)
the severity of gaming disorder
Measured by Gaming Disorder Screening Scale
baseline, two months after intervention
Secondary Outcomes (5)
average daily gaming hours
baseline, two months after intervention
frequency of gaming sessions
baseline, two months after intervention
anxiety severity
baseline, two months after intervention
depression severity
baseline, two months after intervention
self-esteem
baseline, two months after intervention
Study Arms (2)
the intervention group
EXPERIMENTALThe mobile-based early intervention on adolescent hazardous gaming was implemented through WeChat, a popular multipurpose social-networking app in China. The mini-program regularly delivered contents to the users' WeChat homepage, reminding them to timely complete the interventions. The completion status of the users was collected and sent to the backend intervention provider. The intervention group received the one-month intervention.
the control group
NO INTERVENTIONThe control group did not receive the intervention. Both two groups accepted the assessments at baseline and two months after the intervention.
Interventions
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.
Eligibility Criteria
You may qualify if:
- (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
You may not qualify if:
- (1)Serious physical illness or intellectual disability (2) Clinical diagnosis of gaming disorder (3) Not completing all the interventions or assessments
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Shanghai Mental Health Center
Shanghai, China
Study Officials
- STUDY CHAIR
Na Zhong, MD
Shanghai Mental Health Center
Central Study Contacts
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- NON RANDOMIZED
- Masking
- QUADRUPLE
- Who Masked
- PARTICIPANT, CARE PROVIDER, INVESTIGATOR, OUTCOMES ASSESSOR
- Purpose
- PREVENTION
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
July 16, 2024
First Posted
February 6, 2025
Study Start
July 1, 2022
Primary Completion
December 31, 2025
Study Completion
December 31, 2025
Last Updated
February 6, 2025
Record last verified: 2024-06