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This is a randomized, parallel-group, two-arm study design registered with the Chinese Clinical Trial Registry. The study divides participants into an intervention group and a control group in the same ratio. The participants in the intervention group will receive a series of game-based activities and treatment. Firstly, we will distribute the recruitment advertisements for this intervention program in the school, including the project introduction, registration code, and contact details. Secondly, if students are interested in this project, they need to screen the code, and completely fill in personal information, and the screening questionnaire. Thirdly, students reaching the inclusion criteria and their parents will be invited to participate in a project briefing session and obtain their informed consent. Lastly, three times assessments in the whole process will be conducted, preintervention(T0), post-intervention(T1), and at a three-month(T3) follow-up. Importantly, participants can quit the project at any time during the whole process.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| intervention group | Experimental |
| |
| control group | No Intervention |
| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| group gaming interventions | Behavioral | Each intervention is once a week for 90 minutes. A total of 10 sessions are set up, divided into the beginning stage (the 1st and the 2nd sessions), the middle stage (the 3rd to 8th), and the end stage (the 9th and 10th sessions). At this stage, the leader distributes point cards and wish lists to each member and explains the scoring rules, updating scores at the end of each activity. The point system combines group and individual scoring for cumulative totals. Each member may list desired prizes on their wish list, which will be redeemed for rewards based on their point total when the group concludes. The main aim of the middle stage is to knowledge game types, learn game reward mechanisms, the concept of IGD and influencing factors, and how to play healthily. In the end stage, each subgroup needs to show their complete game design, including the game name, game character, game rule, and reward mechanism, and all participants will make a summary of the whole process and say farewell |
| Measure | Description | Time Frame |
|---|---|---|
| the severity of gaming disorder | Description: Measured by Gaming Disorder Screening Scale | baseline, two months after intervention |
| Measure | Description | Time Frame |
|---|---|---|
| average daily gaming hours | self-reported number of gaming sessions per week | 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 | 008613671644472 | winco917@hotmail.com |
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| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Shanghai Mental Health Center | Recruiting | Shanghai | Shanghai Municipality | 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 |