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Gaming Disorder

Tundra lists 7 Gaming Disorder clinical trials. Each listing includes eligibility criteria, study locations, and direct links to research sites in the Tundra directory.

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RECRUITING

NCT07363850

A Study to Evaluate the Effectiveness of Group Gaming Interventions for Individuals With Problematic Gaming Behavior and Gaming Disorder.

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.

Gender: All

Ages: 12 Years - 18 Years

Updated: 2026-01-23

1 state

Gaming Disorder
ACTIVE NOT RECRUITING

NCT07357792

Community-based Study With 1st-year Secondary Students (n=1104) and Their Environment. It Evaluates a Complex Intervention (Community Actions, Classroom-based Mindfulness for Adolescents, and Online Mindfulness for Adults) to Reduce Problematic Video Game Use and Improve Well-being.

The goal of this observational, community-based study is to evaluate the effectiveness of a complex intervention designed to reduce problematic video game use and the risk of video game addiction in adolescents, while promoting active, shared leisure activities and personal and emotional development. The study involves students in the first year of secondary education (approximately 12-13 years old) from multiple schools in Pontevedra (Galicia, Spain), as well as adults from their close environment, including family members, teachers, health professionals, and community representatives. Schools are assigned either to an intervention group or to a control group with similar sociodemographic characteristics. The study is based on a systems and community perspective, assuming that adolescents' video game use is influenced by individual factors (such as impulsivity and emotional regulation), as well as by family, school, and community contexts and the availability of appealing leisure alternatives. For this reason, the intervention consists of three coordinated components that are implemented over time in the intervention schools. The main questions the study aims to answer are: (a) Can a complex intervention combining community participation and mindfulness-based training reduce problematic video game use and the risk of video game addiction in adolescents?; (b) Does classroom-based mindfulness training improve adolescents' mindfulness, emotional well-being, and self-regulation?; (c) Does mindfulness training for adults improve their own well-being and their ability to support adolescents in adopting healthier leisure habits?; and (d) Can a participatory, community-based approach increase adolescents' awareness and use of active, screen-free leisure alternatives? Researchers will compare adolescents from intervention schools with adolescents from control schools, where no intervention is implemented and only data are collected. Outcomes will be measured at three time points: before the intervention, after the intervention, and at follow-up, in order to assess changes over time and the sustainability of effects. Participants will: * Complete questionnaires at different time points assessing video game use, possible video game addiction, mindfulness, psychological well-being, impulsivity, cyberbullying, social support, and online experiences. * Take part in a community-based component in which adolescents actively participate in identifying, designing, and promoting leisure activities without screens in their local environment. This process includes the creation of a school-based community group composed of adolescents, teachers, health professionals, family representatives, and community members. Adolescents are involved in participatory activities to map community resources and co-design attractive leisure options, which are later implemented and shared with families and the wider community. * Participate in a group-based mindfulness and emotional development program delivered in the classroom during school hours. This program consists of structured sessions based on established mindfulness protocols and is designed to help adolescents develop attention skills, emotional awareness, stress management, and self-regulation. * Access an individual, online mindfulness and emotional regulation program (adults only), which combines mindfulness practices and cognitive-behavioral strategies. This self-guided program is completed over several weeks and aims to improve adults' well-being and provide tools to better support adolescents. By integrating community action, school-based intervention, and adult involvement, this study seeks to evaluate a comprehensive and sustainable approach to preventing problematic video game use and promoting healthier lifestyles during adolescence

Gender: All

Ages: 11 Years - 15 Years

Updated: 2026-01-22

1 state

Video Game Addiction
Gaming Disorder
NOT YET RECRUITING

NCT07245862

Evaluation of a Family-centered Program for Problematic Gaming/Excessive Screen Use

The Family-Centered Program for Problematic Gaming and Excessive Screen Use (FAME) is a pioneering initiative designed to address the growing challenges of excessive screen use and gaming among children and adolescents, particularly within family dynamics.

Gender: All

Ages: 11 Years - 14 Years

Updated: 2025-11-24

Adolescent Behavior
Social Media Addiction
Gaming Disorder
+1
ACTIVE NOT RECRUITING

NCT07174700

Prevalence of Behavioral Addiction and Its Relation With Psychological Disturbance

Internet usage has increased greatly. It is expected to be more than 4 billion by the end of this year. About 80% of them spend most of their internet time on social media, and are expected by 2026 to be about 50% of the total population to use social media at least once a month. The internet is mainly used to connect with friends, relatives, learn new skills, or for entertainment, such as video gaming. However, with this increasing usage, internet addiction can easily increase. Internet addiction or pathological internet use is defined as uncontrolled, excessive use of it, with uncontrolled time consuming that can cause distress and impairment. The prevalence of internet addiction varied between regions. A study in the seven countries in Europe reported a prevalence of addiction among adolescents to be 1%, and an additional 12.7% at risk of having addiction. In Turkey, a recent cross-sectional study found a prevalence of 18.3%. In the Middle East, the prevalence varied greatly from 0.9% to 33% among adolescents. Additionally, internet video gaming is another addictive problem that can affect adolescents. A previous meta-analysis showed that gaming addiction prevalence ranged from 0.9% to 19.9%, with males being higher than females. Also, another study showed a prevalence of about 8.4% among Thailand medical students. On the other hand, overuse of the internet can lead to an increase in problematic pornography use. Another study found a significant association between increased usage of the internet and pornography addiction (P value: \<0.001). Additionally, previous studies showed a prevalence of porn addiction ranging from 3.2% to 16.6%. Also, a negative correlation between education level and porn addiction was observed. All these behavioral addictions increase depression, anxiety, and stress for addicts. Several cross-sectional studies have assessed the positive correlation between either internet, gaming, or porn addiction, and an increase in anxiety and depression. However, to our knowledge, no single study has assessed these three addictive behaviors together with depression, anxiety, and stress in Arab countries. Rational Medical students, in particular, use the internet frequently. Students use it in training, faculty assignments, research projects, and so on, which can make them depend greatly on the internet. This potentially can increase their addiction to the internet, subsequently increasing their addiction to video gaming and porn addiction. In the Middle East, few studies have tried to assess the prevalence of internet addiction and its association with increased depression, anxiety, and stress among medical students. Despite that, there is a lack of studies on gaming addiction and porn addiction. The study aimed to assess the prevalence of internet addiction alongside video gaming and porn addiction among medical students and interns in the Middle East (MENA region). Also, the study aimed to assess the relationship of these three addictive behaviors with each other and their relationship with increased stress, anxiety, and depression among this population.

Gender: All

Ages: 18 Years - 27 Years

Updated: 2025-09-16

Internet Addiction
Gaming Disorder
Porn Addiction
NOT YET RECRUITING

NCT05328596

CBT Treatment for Internet Gaming Disorder

For most people, gaming is perceived as a positive activity. In some cases, however, gaming may turn into an addiction with consequences for the individual health, quality of life and everyday life. Today, there is a lack of evidence-based interventions to treat this condition, called Gaming Disorder (GD). This study will evaluate a new manual for treatment of GD, divided into a number of modules and based on cognitive behavioural therapy (CBT). The study is designed as a randomized controlled trial (RCT) and will be conducted at a clinic specialized in the treatment of gambling and gaming addiction. Participants included in the study will be randomized to one of to groups. The intervention group will receive twelve weeks of individual CBT-treatment while participants allocated to the control group will be put on a twelve-week wait-list. The hypothesis is that the manual based CBT treatment will result in a greater reduction in symptoms of criteria for GD.

Gender: All

Ages: 16 Years - Any

Updated: 2025-05-16

Internet Gaming Disorder
Gaming Disorder
RECRUITING

NCT06811571

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

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

Gender: All

Ages: 12 Years - 18 Years

Updated: 2025-02-06

Gaming Disorder
RECRUITING

NCT06208358

A Study for the Disrupted Interpersonal Interaction Among Gaming Disorder Individuals and Treatment

Aiming at the major problems of unclear brain mechanism of gaming disorder and lack of effective assessment intervention tools, this project started by exploring the brain mechanism of abnormal interpersonal interaction and cognitive control deficit promoting and accelerating the development of gaming disorder, adopted a prospective cohort study design, combined with multi-modal brain functional imaging, cognitive function, social psychological assessment, and other means. To clarify the brain mechanism and outcome of gaming disorder. Based on the preliminary stage, for high-risk groups, risky gaming behavior, gaming disorder layout hierarchical multidimensional assessment intervention system, using science education, brief intervention, social psychological intervention, neural regulation, cognitive rehabilitation training, mobile medical treatment, and other ways, stratification and stage, early identification, prevention and treatment combination, accurate intervention to comprehensively reduce the occurrence and development of gaming disorder.

Gender: All

Ages: 18 Years - 60 Years

Updated: 2024-01-17

1 state

Gaming Disorder