Self-Compassion and Problematic Gaming: A Randomized Trial
Effects of Self-Compassion on Reducing Problematic Gaming and Its Underlying Mechanisms: A Randomized Controlled Trial
3 other identifiers
interventional
308
1 country
1
Brief Summary
This study investigates the impact of self-compassion on reducing problematic gaming behaviors among young adults. Problematic gaming has been linked to anxiety, depression, and social dysfunction, and this study aims to assess how self-compassion can address these issues. The study explores the role of basic psychological needs and social anxiety as mediators in this process. A randomized controlled trial was conducted with 308 online game players (M = 22.40, SD = 3.52), who were randomly assigned to either an intervention group (n = 194) or a waitlist group (n = 114). The intervention consisted of an online self-compassion program. Participants completed pretest, posttest, and follow-up questionnaires to assess the changes in self-compassion and problematic gaming behaviors. The results indicated that the intervention significantly increased self-compassion and reduced problematic gaming through the same mediating pathways of basic psychological needs and social anxiety. These findings suggest that self-compassion training may be an effective intervention for reducing problematic gaming behaviors among young adults, with implications for mental health interventions in gaming communities.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P75+ for not_applicable
Started Oct 2023
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
October 15, 2023
CompletedPrimary Completion
Last participant's last visit for primary outcome
February 9, 2024
CompletedStudy Completion
Last participant's last visit for all outcomes
April 21, 2024
CompletedFirst Submitted
Initial submission to the registry
November 26, 2025
CompletedFirst Posted
Study publicly available on registry
December 8, 2025
CompletedDecember 16, 2025
December 1, 2025
4 months
November 26, 2025
December 9, 2025
Conditions
Outcome Measures
Primary Outcomes (1)
Change in problematic gaming behavior score after 14-day self-compassion intervention
Participants' problematic gaming behavior was measured with an eight-item questionnaire adapted from Yang and Zhou (2004), a scale with established reliability and validity in Chinese samples. To match the intervention context, the term "video games" in the original items was replaced with "Genshin Impact" while maintaining the original semantic meaning. Items were rated on a 5-point Likert scale (1 = strongly disagree, 5 = strongly agree; α = .82). Higher scores reflected more severe problematic gaming behavior.
Baseline, post-intervention (Day 14), and one-month follow-up
Secondary Outcomes (3)
Change in self-compassion score after 14-day self-compassion intervention
Baseline, post-intervention (Day 14), and one-month follow-up
Change in basic psychological needs score after 14-day self-compassion intervention
Baseline, post-intervention (Day 14), and one-month follow-up
Change in social anxiety score after 14-day self-compassion intervention
Baseline, post-intervention (Day 14), and one-month follow-up
Study Arms (2)
Self-Compassion Intervention Group
EXPERIMENTALParticipants in this group received a 14-day online course titled Positive Self, designed to enhance self-compassion. The course included 14 didactic videos (approximately 10 minutes each) on self-compassion concepts and applications, as well as 14 guided audio meditations (approximately 6 minutes each). The meditation practice involved in this intervention began with 3 days of breathing meditation, followed by 11 days of loving-kindness meditation. This intervention has been shown to effectively promote self-compassion in prior research.
Waitlist Control Group
NO INTERVENTIONParticipants in this group received no intervention during the 14-day study period and were instructed to refrain from engaging in other meditation or mindfulness practices. They completed the same pretest, posttest, and one-month follow-up assessments as the intervention group. After the study concluded, participants in this group were offered access to the Positive Self online self-compassion course.
Interventions
The Positive Self intervention is a 14-day online course designed to enhance self-compassion. The course includes 14 didactic videos (approximately 10 minutes each) on self-compassion concepts and applications, along with 14 guided audio meditations (approximately 6 minutes each). The meditation practice involves breathing meditation for the first 3 days, followed by 11 days of loving-kindness meditation. This intervention has been shown to effectively promote self-compassion in previous research.
Eligibility Criteria
You may qualify if:
- Individuals aged 18 years or older.
- Any gender.
- Recruited through online platforms.
- No restriction on educational background.
- Participants who regularly engage in online gaming and are willing to reduce or modify their gaming behaviors.
You may not qualify if:
- Individuals under 18 years old or those lacking full civil capacity.
- Individuals with diagnosed psychiatric or psychological disorders.
- Individuals without problematic gaming behaviors or without a clear intention to change their gaming habits.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Beijing Normal University
Beijing, China
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- PREVENTION
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Co-Investigator
Study Record Dates
First Submitted
November 26, 2025
First Posted
December 8, 2025
Study Start
October 15, 2023
Primary Completion
February 9, 2024
Study Completion
April 21, 2024
Last Updated
December 16, 2025
Record last verified: 2025-12