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Self-Compassion and Problematic Gaming: A Randomized Trial

B

Beijing Normal University

Status

Completed

Conditions

Self-Compassion
Problematic Gaming

Treatments

Behavioral: Positive Self - 14-Day Online Self-Compassion Course

Study type

Interventional

Funder types

Other

Identifiers

NCT07270315
202304140074 (Other Identifier)
BNU-poslab-IGD-2025
202304140075 (Other Identifier)

Details and patient eligibility

About

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.

Enrollment

308 patients

Sex

All

Ages

18+ years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • 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.

Exclusion criteria

  • 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.

Trial design

Primary purpose

Prevention

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

None (Open label)

308 participants in 2 patient groups

Self-Compassion Intervention Group
Experimental group
Description:
Participants 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.
Treatment:
Behavioral: Positive Self - 14-Day Online Self-Compassion Course
Waitlist Control Group
No Intervention group
Description:
Participants 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.

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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