NCT07068035

Brief Summary

The goal of this clinical trial is to investigate if an intervention combining temporary abstinence and expressive writing can mitigate gaming problems in young adult regular gamers. The main questions it aims to answer are: \- Does intervention combining temporary abstinence and expressive writing reduces problematic gaming and gaming time? Researchers will compare the treatment group to a control group (gaming as per usual and control writing) to examine if the intervention works to mitigate gaming problems. Participants will:

  • Temporarily abstain from video games for a period of 7 days and engage in 4 expressive writing exercises during this intervention period
  • Answer three surveys: a baseline survey before the start of the intervention, a post survey after the 7-day intervention, and a follow-up survey 1 month after the post survey.

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
321

participants targeted

Target at P75+ for not_applicable

Timeline
Completed

Started Aug 2024

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
completed

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

August 2, 2024

Completed
3 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

November 11, 2024

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

November 11, 2024

Completed
8 months until next milestone

First Submitted

Initial submission to the registry

July 7, 2025

Completed
9 days until next milestone

First Posted

Study publicly available on registry

July 16, 2025

Completed
Last Updated

July 16, 2025

Status Verified

July 1, 2025

Enrollment Period

3 months

First QC Date

July 7, 2025

Last Update Submit

July 7, 2025

Conditions

Keywords

problematic gamingexpressive writingtemporary abstinencegaming time

Outcome Measures

Primary Outcomes (4)

  • problematic gaming

    Based on the Internet Gaming Disorder Scale-Short-Form. Higher scores indicated greater problematic gaming

    Baseline and 1 month after intervention completion

  • gaming hours

    Participants self-reported the average number of hours spent playing video games per day in a typical week over the past 30 days. This measure quantifies the total time engaged in gaming activity, with higher hours indicating greater gaming engagement.

    Baseline and 1 month after intervention completion

  • emotion dysregulation

    Based on the Difficulties in Emotion Regulation Scale (DERS-18). Higher scores indicated greater emotion dysregulation

    Baseline, 1 day after intervention completion, and 1 month after intervention completion

  • maladaptive gaming cognitions

    Based on the Internet Gaming Cognition Scale. Higher scores indicated greater maladaptive gaming cognitions

    Baseline, 1 day after intervention completion, and 1 month after intervention completion

Secondary Outcomes (4)

  • psychological distress

    Baseline, 1 day after intervention completion, and 1 month after intervention completion

  • physical health

    Baseline, 1 day after intervention completion, and 1 month after intervention completion

  • exercise frequency

    Baseline, 1 day after intervention completion, and 1 month after intervention completion

  • sleep quality

    Baseline and 1 month after intervention completion

Other Outcomes (1)

  • compensatory behaviours

    Baseline, 1 day after intervention completion, and 1 month after intervention completion

Study Arms (2)

Treatment

EXPERIMENTAL

The treatment group was instructed to abstain from gaming for a period of 7 days and to engage in expressive writing exercises for 15 minutes every other day for a total of 4 sessions

Behavioral: Temporary abstinence and expressive writing

Control

OTHER

The control group was instructed to continue their usual gaming routine for a period of 7 days and to engage in control writing exercises for 15 minutes every other day for a total of 4 sessions.

Behavioral: Gaming as per usual and control writing

Interventions

This brief, self-administered intervention combined both temporary gaming abstinence and gaming-focused expressive writing to mitigate gaming problems

Also known as: temporary abstinence, expressive writing
Treatment

Participants continued with their usual gaming routine and engaged in control writing exercises for 15 minutes every other day for a total of 4 sessions

Also known as: gaming as per usual, control writing
Control

Eligibility Criteria

Age18 Years - 35 Years
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64)

You may qualify if:

  • Singapore citizens/Permanent Residents
  • Between 18 and 35 years old
  • Play video games regularly (on average at least 7 hours per week)
  • Able to read and write English
  • Non-professional gamers
  • Experience some problems with gaming, use gaming for emotional comfort
  • Willing to temporarily take a break from gaming for 7 days

You may not qualify if:

  • Non-Singapore citizens/Permanent Residents
  • Below 18 or above 35 years old
  • Do not play video games regularly (less than 7 hours per week)
  • Unable to read or write English
  • Professional gamers
  • Experience no problems with gaming, does not use gaming for emotional comfort
  • Unwilling to temporarily take a break from gaming for 7 days

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Department of Psychology, National University of Singapore

Singapore, 117572, Singapore

Location

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
DOUBLE
Who Masked
PARTICIPANT, INVESTIGATOR
Purpose
TREATMENT
Intervention Model
PARALLEL
Model Details: Participants in the treatment group were instructed to abstain from gaming for a period of 7 days and to engage in expressive writing exercises for 15 minutes every other day for a total of 4 sessions. Participants in the control group were instructed to continue their usual gaming routine for a period of 7 days and to engage in control writing exercises for 15 minutes every other day for a total of 4 sessions.
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Associate Professor

Study Record Dates

First Submitted

July 7, 2025

First Posted

July 16, 2025

Study Start

August 2, 2024

Primary Completion

November 11, 2024

Study Completion

November 11, 2024

Last Updated

July 16, 2025

Record last verified: 2025-07

Locations