Actively Recruiting
A Study of the Effectiveness of a Mobile-based Early Intervention on Adolescent Hazardous Gaming
Led by Shanghai Mental Health Center · Updated on 2025-02-06
100
Participants Needed
1
Research Sites
N/A
Total Duration
On this page
AI-Summary
What this Trial Is About
Researchers are evaluating a mobile-based early intervention aimed at adolescents who engage in hazardous gaming, which is considered a precursor to gaming disorder. This study seeks to verify the effectiveness of this intervention in reducing the severity of gaming disorder and related issues such as gaming hours, gaming frequency, anxiety, depression, and self-esteem. The intervention is based on cognitive-behavioral therapy (CBT) and designed specifically for adolescents. The intervention group receives a one-month mobile program delivered through WeChat, a popular social networking app. This program includes three CBT-based modules focused on gaming behavior management, gaming cognition, and early intervention on risk and protective factors. It uses self-monitoring questionnaires, scientific articles, and online lectures. A control group does not receive the intervention. Both groups undergo assessments at the start of the study and two months after the intervention period. Participants will complete questionnaires and assessments measuring gaming disorder severity, daily gaming hours, gaming session frequency, anxiety, depression, and self-esteem at baseline and follow-up. The study tracks adherence via the WeChat mini-program, which sends reminders and collects completion data. The total involvement includes the one-month intervention period plus follow-up assessments two months later, allowing researchers to compare changes between intervention and control groups.
CONDITIONS
Brief Title
A Study of the Effectiveness of an Early Intervention on Adolescent Hazardous Gaming
Who Can Participate
Eligibility Criteria
You may qualify if you...
- Clinical diagnosis of hazardous gaming defined in the ICD-11
- Fully understand the research purpose and procedures
- Signed informed consent
- Aged between 12 and 18 years
You will not qualify if you...
- Serious physical illness or intellectual disability
- Clinical diagnosis of gaming disorder
- Not completing all interventions or assessments
AI-Screening
AI-Powered Screening
Complete this quick 3-step screening to check your eligibility
Your Study Journey
Duration - 2 to 4 weeks
Participants are screened for eligibility to participate in the trial.
Duration - 1 month
Participants in the intervention group receive a mobile-based early intervention program based on cognitive-behavioral therapy for one month to help manage hazardous gaming behaviors. The control group does not receive the intervention.
Intervention delivered through WeChat mini-program with regular content and reminders; participants complete self-monitoring questionnaires and online lectures.
Duration - 2 months after intervention
Participants in both groups complete assessments at baseline and two months after the intervention period to evaluate the severity of gaming disorder and related measures such as gaming hours, gaming frequency, anxiety, depression, and self-esteem.
2 visits (baseline and 2 months post-intervention)
Trial Site Locations
Total: 1 location
1
Shanghai Mental Health Center
Shanghai, China
Actively Recruiting
Research Team
N
Na Zhong, MD
How is the study designed?
Study Type
INTERVENTIONAL
Masking
QUADRUPLE
Allocation
NON_RANDOMIZED
Model
PARALLEL
Primary Purpose
PREVENTION
Number of Arms
2
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