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A Study of the Effectiveness of an Early Intervention on Adolescent Hazardous Gaming

S

Shanghai Mental Health Center

Status

Enrolling

Conditions

Gaming Disorder

Treatments

Behavioral: the mobile-based early intervention

Study type

Interventional

Funder types

Other

Identifiers

NCT06811571
NZhong-007

Details and patient eligibility

About

The investigators established a mobile-based early intervention on adolescent hazardous gaming and verified its effectiveness.

Full description

Hazardous gaming is the precursor of gaming disorder. Early intervention on hazardous gaming is an effective strategy to prevent gaming disorder. Currently, there are few evidence-based early interventions, particularly the technology-based approaches with the advantage of user-friendliness. This study developed a mobile-based early intervention program based on cognitive-behavioral therapy (CBT) for adolescent hazardous gaming. In order to verify the effectiveness of the intervention, adolescent participants were recruited and divided into two groups. The intervention group received the one-month intervention, while the control group did not. Both groups accepted the assessments at baseline and two months after the intervention. Comparative analysis was carried out between the two groups and two time points, primarily on the severity of gaming disorder, gaming hours, gaming frequency, anxiety, depression and self-esteem.

Enrollment

100 estimated patients

Sex

All

Ages

12 to 18 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • (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

Exclusion criteria

  • (1)Serious physical illness or intellectual disability (2) Clinical diagnosis of gaming disorder (3) Not completing all the interventions or assessments

Trial design

Primary purpose

Prevention

Allocation

Non-Randomized

Interventional model

Parallel Assignment

Masking

Quadruple Blind

100 participants in 2 patient groups

the intervention group
Experimental group
Description:
The 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.
Treatment:
Behavioral: the mobile-based early intervention
the control group
No Intervention group
Description:
The control group did not receive the intervention. Both two groups accepted the assessments at baseline and two months after the intervention.

Trial contacts and locations

1

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Central trial contact

Na Zhong, MD

Data sourced from clinicaltrials.gov

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