Effects of Temporary Abstinence and Expressive Writing on Gaming
Investigating the Use of Temporary Abstinence and Expressive Writing for Reducing Problematic Gaming
1 other identifier
interventional
321
1 country
1
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
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P75+ for not_applicable
Started Aug 2024
Shorter than P25 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
August 2, 2024
CompletedPrimary Completion
Last participant's last visit for primary outcome
November 11, 2024
CompletedStudy Completion
Last participant's last visit for all outcomes
November 11, 2024
CompletedFirst Submitted
Initial submission to the registry
July 7, 2025
CompletedFirst Posted
Study publicly available on registry
July 16, 2025
CompletedJuly 16, 2025
July 1, 2025
3 months
July 7, 2025
July 7, 2025
Conditions
Keywords
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
EXPERIMENTALThe 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
Control
OTHERThe 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.
Interventions
This brief, self-administered intervention combined both temporary gaming abstinence and gaming-focused expressive writing to mitigate gaming problems
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
Eligibility Criteria
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
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- DOUBLE
- Who Masked
- PARTICIPANT, INVESTIGATOR
- Purpose
- TREATMENT
- Intervention Model
- PARALLEL
- 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