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The goal of this clinical trial is to investigate if an intervention combining temporary abstinence and expressive writing can mitigate gaming problems in young adult regular gamers. The main questions it aims to answer are:
- Does intervention combining temporary abstinence and expressive writing reduces problematic gaming and gaming time?
Researchers will compare the treatment group to a control group (gaming as per usual and control writing) to examine if the intervention works to mitigate gaming problems.
Participants will:
This clinical trial investigates the effectiveness of a self-administered intervention combining temporary abstinence and expressive writing in addressing problematic gaming behaviours among young adult gamers in Singapore. It aims to evaluate the effectiveness of the intervention in reducing problematic gaming behaviours and improving emotional and health-related outcomes (e.g., psychological distress, physical health status) among young adult gamers by comparing the outcomes among two groups: temporary abstinence with expressive writing group and control group
Participants have to attend an online briefing, complete a baseline survey, take part in a 7-day intervention, complete a post-intervention survey one day later and a 1-month follow-up survey.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Treatment | Experimental | The treatment group was instructed to abstain from gaming for a period of 7 days and to engage in expressive writing exercises for 15 minutes every other day for a total of 4 sessions |
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| Control | Other | The control group was instructed to continue their usual gaming routine for a period of 7 days and to engage in control writing exercises for 15 minutes every other day for a total of 4 sessions. |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Temporary abstinence and expressive writing | Behavioral | This brief, self-administered intervention combined both temporary gaming abstinence and gaming-focused expressive writing to mitigate gaming problems |
| Measure | Description | Time Frame |
|---|---|---|
| problematic gaming | Based on the Internet Gaming Disorder Scale-Short-Form. Higher scores indicated greater problematic gaming | Baseline and 1 month after intervention completion |
| gaming hours | Participants self-reported the average number of hours spent playing video games per day in a typical week over the past 30 days. This measure quantifies the total time engaged in gaming activity, with higher hours indicating greater gaming engagement. | Baseline and 1 month after intervention completion |
| emotion dysregulation | Based on the Difficulties in Emotion Regulation Scale (DERS-18). Higher scores indicated greater emotion dysregulation | Baseline, 1 day after intervention completion, and 1 month after intervention completion |
| maladaptive gaming cognitions | Based on the Internet Gaming Cognition Scale. Higher scores indicated greater maladaptive gaming cognitions | Baseline, 1 day after intervention completion, and 1 month after intervention completion |
| Measure | Description | Time Frame |
|---|---|---|
| psychological distress | Based on the Depression, Anxiety and Stress Scale. Higher score indicated greater psychological distress | Baseline, 1 day after intervention completion, and 1 month after intervention completion |
| physical health |
| Measure | Description | Time Frame |
|---|---|---|
| compensatory behaviours | To assess possible compensatory behaviours during intervention period, participants reported the average number of hours that they spent on social media (e.g., Instagram, Facebook, TikTok), watching shows and movies on television and streaming services (e.g., Netflix, Disney+), and browsing gaming-related contents (e.g., game forums) in a typical week | Baseline, 1 day after intervention completion, and 1 month after intervention completion |
Inclusion Criteria:
Exclusion Criteria:
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| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Department of Psychology, National University of Singapore | Singapore | 117572 | Singapore |
The Institutional Review Board's approval is required for the data to be shared. Therefore, IPD that underlie results in a publication are available from the researcher on reasonable request and with the approval of the Institutional Review Board (National University of Singapore)
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| Type | Includes Protocol | Includes SAP | Includes ICF | Document Label | Document Date | Document Uploaded Date | Document File Name |
|---|---|---|---|---|---|---|---|
| ICF | No | No | Yes | Informed Consent Form | Sep 23, 2024 | Jul 7, 2025 | ICF_000.pdf |
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Participants in the treatment group were instructed to abstain from gaming for a period of 7 days and to engage in expressive writing exercises for 15 minutes every other day for a total of 4 sessions.
Participants in the control group were instructed to continue their usual gaming routine for a period of 7 days and to engage in control writing exercises for 15 minutes every other day for a total of 4 sessions.
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| Gaming as per usual and control writing | Behavioral | Participants continued with their usual gaming routine and engaged in control writing exercises for 15 minutes every other day for a total of 4 sessions |
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A single self-report item where participants rated their physical health status at present on a scale from 1 (very poor) to 6 (excellent)
| Baseline, 1 day after intervention completion, and 1 month after intervention completion |
| exercise frequency | A self-report item where participants reported number of days they engaged in moderate or vigorous physical activity that lasted for more than 10 minutes at a time in a typical week. This item was scored from 1 (never to 1 day per week) to 4 (every day) | Baseline, 1 day after intervention completion, and 1 month after intervention completion |
| sleep quality | Based on the Pittsburgh Sleep Quality Index. Higher scores indicated poorer sleep quality | Baseline and 1 month after intervention completion |