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The investigators established a mobile-based early intervention on adolescent hazardous gaming and verified its effectiveness.
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.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| the intervention group | Experimental | 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. |
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| the control group | No Intervention | The control group did not receive the intervention. Both two groups accepted the assessments at baseline and two months after the intervention. |
| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| the mobile-based early intervention | Behavioral | The theoretical framework of the intervention was based on Cognitive Behavior Therapy (CBT). We designed three modules, which were the Gaming behavior management, the Gaming cognition establishment and the Early intervention on risk and protective factors. The interventions included self-monitoring questionnaires, scientific popular articles, and online lectures. |
| Measure | Description | Time Frame |
|---|---|---|
| the severity of gaming disorder | Measured by Gaming Disorder Screening Scale | baseline, two months after intervention |
| Measure | Description | Time Frame |
|---|---|---|
| average daily gaming hours | self-reported average hours spent gaming per day | baseline, two months after intervention |
| frequency of gaming sessions | self-reported number of gaming sessions per week |
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Inclusion Criteria:
Exclusion Criteria:
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| Name | Role | Phone | Extension | |
|---|---|---|---|---|
| Na Zhong, MD | Contact | 08613671644472 | winco917@hotmail.com |
| Name | Affiliation | Role |
|---|---|---|
| Na Zhong, MD | Shanghai Mental Health Center | Study Chair |
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Shanghai Mental Health Center | Recruiting | Shanghai | China |
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| baseline, two months after intervention |
| anxiety severity | Measured by: Generalized Anxiety Disorder 7-item (GAD-7) Scale Scale Range: 0 to 21 (higher scores indicate worse anxiety) | baseline, two months after intervention |
| depression severity | Measured by: Patient Health Questionnaire-9 (PHQ-9) Scale Range: 0 to 27 (higher scores indicate worse depression) | baseline, two months after intervention |
| self-esteem | Measured by: Rosenberg Self-Esteem Scale (SES) Scale Range: 0 to 30 (higher scores indicate better self-esteem) | baseline, two months after intervention |