Internet Gaming DisorderNCT06098807
Family Centered Treatment for Problematic Gaming and Excessive Screen Use
A study testing Family Centered Treatment for Problematic Gaming and Excessive Screen Use in people with Internet Gaming Disorder and Internet Addiction, run by Region Skane at 1 site in Sweden.
Trial summary
The general increase in screen time as a time-consuming leisure activity among children and youth has been a puzzle to the adult world. Specifically, parents and professionals who work with children and youth express concern for the effect excessive screen time including gaming may have for child and youth… Read more about this study
- Who is it for?
- Ages 12 to 17 years
- Conditions the study is for
- Internet Gaming Disorder, Internet Addiction
- What is being tested?
- Family Centered Treatment for Problematic Gaming and Excessive Screen Use
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 10 participants
- Where
- 1 siteSweden
- Study dates
- 29 Feb 2024to 1 Jul 2024
- Phase
- Interventional
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 12 to 17 years
- All sexes
- No healthy volunteers
- Child
Who may be able to join
- Age 12 to <18 years
- Self-perceived problems in the family regarding computer gaming or screen use
- Children/youth and guardians can read, write and communicate in Swedish
- An available guardian who can participate in the treatment
- Access to the internet
- Possibility to participate in treatment sessions on site at the reception
Who cannot join
- 1. Observed or suspected intellectual disability
Trial locations and contacts
1 site in 1 country.
About this study
The general increase in screen time as a time-consuming leisure activity among children and youth has been a puzzle to the adult world. Specifically, parents and professionals who work with children and youth express concern for the effect excessive screen time including gaming may have for child and youth development. The clinical picture of problematic gaming and excessive screen time describes compulsion, psychiatric and physical symptoms, impaired cognitive development, and school performance. The aim of this project is to set up and evaluate an easily accessible family centered treatment intervention for a child and adolescent psychiatry population. This study can lead to reduced suffering by optimization the care interventions for patients with problematic gaming and gambling.
Read the detailed description
During the past 10 years, use of screen as in social media and video games has become one of the most common leisure activities for children and adolescents. According to the Swedish Internet Foundation, 94% of children in Sweden between ages 8 and 12 play internet games every day. Male and female screen behaviours and habits differ. Boys tend to play video games while girls are more active on social media. The general increase in screen time among children and youth, as a time-consuming leisure activity has been a puzzle to the adult world. Specifically, parents and professionals who work with children and youth express concern for the effect that screen time may have for child and youth development. Some research suggest that screen time in general and gaming in particular is an educational and skills training activity. Other research has concerns that video games can become a potentially pathological activity that interferes with everyday life with risks of developing psychiatric disorders such as internet gaming disorder (IGD). IGD is included in the Diagnostic and Statistical Manual of Mental Disorders, fifth edition (DSM-5), as a condition necessitating further clinical experience and research before inclusion as a formal disorder. The WHO, on the other hand, has included Gaming Disorder in the International Classification of Diseases, eleventh revision (ICD-11), as a formal diagnosis. Experiencing addictive problems as a child may pose threat for future psychosocial development, including mental health and socioemotional development. In that sense, child and youth mental health services need to put more efforts into developing interventions that target children at risk to prevent the development of mental health problems among children and youth. To date, there are no evaluated preventive programs for child and youth with excessive screen time or problematic gaming in Sweden. Our research group from Lund University and Region Skåne, with Emma Claesdotter-Knutsson (E C-K) as a PI, has evaluated Relapse prevention (RP) as an individual treatment for problematic gaming in a Random Controlled trial (RCT) among children 12-18 years old in a Child and Adolescent Psychiatry (CAP) setting. This was one of the first treatment studies for children with problematic gaming in Europe. Although we discovered that the individual treatment of children and youth has promising effect on their gaming, we also found that that there were important pieces lacking when providing treatment for children with problematic gaming. The most prominent one was the lack of family, including parents, involvement in the treatment. Children and their development need to be seen from a system perspective - children develop in interaction with their environment/family. For children, parents are the closest socializing agents in their environment who with their parenting behaviours and practices pave the way for child developmental transitions. In that sense, the development of certain behaviours, such as gaming and excessive screen use may, at least to some extent, be related to family factors. It is then possible that child problematic screen time/gaming is not only attributed to the child itself, but to the family as a system. Therefore, we believe that parents need to be included in the preventive interventions targeting children and their families. Instead of only focusing on the child, changing the family environment, including parent-child interactions at home, may pose significant changes in the child's screen behaviour. This is a recognized logic from other family interventions such as Strengthening families program targeting families with children with behavioural problems and Cool Kids program targeting families with children with anxiety. In fact, parents whose children have undergone the RP-treatment in our project state that they need to and want to be involved in the child's treatment.
With this as a background, the overarching goal with this project is to develop and evaluate an easily accessible family program targeting children and adolescents with problematic gaming and excessive screen use.
- Conditions
- Internet Gaming Disorder, Internet Addiction
- Being tested
- Family Centered Treatment for Problematic Gaming and Excessive Screen Use
- Medical subject headings
- Internet Addiction Disorder
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Family Centered Treatment for Problematic Gaming and Excessive Screen UseBehavioural
Based on earlier implementation research with parents and children the treatment is likely to consist of a low number of sessions ;one session per week during a period of four weeks with high quality content. The sessions will be performed at CAP location in Lund. The treatment will be performed by a clinician at CAP who could be a doctor, psychologist or health counselor - all with cognitive behavioral therapy competence. The sessions will be in group settings, separately for children and parents. In that sense, children will be included in a group with other children and parents will be included in a group with other parents. Each group will have 1-2 therapists leading the program. The theme of the week will be the same for both parent and child group, although the delivery will potentially differ. We expect that a session will last approximately 90 min with a 15-minute coffee break included.
| Study group | Role | What they receive |
|---|---|---|
| Familiy Based Treatment | Experimental | ;one session per week during a period of four weeks with high quality content. The sessions will be performed at CAP location in Lund. The treatment will be performed by a clinician at CAP who could be a doctor, psychologist or health counselor - all with cognitive behavioral therapy competence. The sessions will be in group settings, separately for children and parents. In that sense, children will be included in a group with other children and parents will be included in a group with other parents. Each group will have 1-2 therapists leading the program. The theme of the week will be the same for both parent and child group, although the delivery will potentially differ. We expect that a session will last approximately 90 min with a 15-minute coffee break included. Receives: Behavioral: Family Centered Treatment for Problematic Gaming and Excessive Screen Use |
What is being measured
The primary outcome is the main question the study is designed to answer.
SCREENS-Q
Screening form, for valuing children and adolescent´s screen time
Measured: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.
GASA
Screening form, for diagnosis of computer game addiction
Measured: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.
PARCA
(adapted) Screening form for assessing aspects of parent-child relationship and parenting practices
Measured: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.
FCU
Five items measure parent-child warmth, and three items measure parent-child conflicts
Measured: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.
Kessler Scale-6
Screening for depression and anxiety the past 6 months
Measured: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.
ISI-A
Form for assessing sleep disorders in children and adolescents
Measured: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.
GTP-5
Form for assessing gaming transfer phenomena
Measured: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted25 Oct 2023
- Study start29 Feb 2024
- Primary completion1 Jul 2024
- Study completion1 Jul 2024
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (1)Papers the sponsor has linked to this study.
- Other trials for Internet Gaming DisorderStudies of the same condition, open and under way.
- More trials run by Region SkaneThe sponsor's other registered studies.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Treatment
- Allocation
- Not applicable
- Intervention model
- Single group
- Masking
- None (open label)
- Enrolment
- 10 participants (actual)
Sponsor and investigators
- Lead sponsor
- Region Skane
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Emma Claesdotter-Knutsson, Region Skane
- Investigators
- Emma Claesdotter-Knutsson, MD, PhD, Principal investigator, Region Skane University Hospital, Lund University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06098807
- Sponsor's protocol ID
- 2023-05533-01
- Other IDs
- 2023
- Status last verified
- Sep 2025
- First submitted
- 8 Oct 2023
- Last updated
- 18 Sep 2025
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
Publications
Werner M, Kapetanovic S, Claesdotter-Knutsson E. Family-Centered Treatment Program for Problematic Gaming and Excessive Screen Use in a Clinical Child and Youth Population (FAME): Protocol for a Feasibility Pilot Mixed Method Study. JMIR Res Protoc. 2024 Oct 8;13:e56387. doi: 10.2196/56387.
PubMed 39378066
Study at a glance
From the registry record, last updated by the sponsor on 18 Sep 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Family Centered Treatment for Problematic Gaming and Excessive Screen Use
- ClinicalTrials.gov ID
- NCT06098807
- Acronym / sponsor ID
- 2023-05533-01
- Conditions
- Internet Gaming Disorder, Internet Addiction
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 10 participants (actual)
- Lead sponsor
- Region SkaneUniversity, hospital or other
- Study start
- 29 Feb 2024 (actual)
- Primary completion
- 1 Jul 2024 (actual)
- Study completion
- 1 Jul 2024 (actual)
- First posted
- 25 Oct 2023 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
The general increase in screen time as a time-consuming leisure activity among children and youth has been a puzzle to the adult world. Specifically, parents and professionals who work with children and youth express concern for the effect excessive screen time including gaming may have for child and youth development. The clinical picture of problematic gaming and excessive screen time describes compulsion, psychiatric and physical symptoms, impaired cognitive development, and school performance. The aim of this project is to set up and evaluate an easily accessible family centered treatment intervention for a child and adolescent psychiatry population. This study can lead to reduced suffering by optimization the care interventions for patients with problematic gaming and gambling.
Detailed description
During the past 10 years, use of screen as in social media and video games has become one of the most common leisure activities for children and adolescents. According to the Swedish Internet Foundation, 94% of children in Sweden between ages 8 and 12 play internet games every day. Male and female screen behaviours and habits differ. Boys tend to play video games while girls are more active on social media. The general increase in screen time among children and youth, as a time-consuming leisure activity has been a puzzle to the adult world. Specifically, parents and professionals who work with children and youth express concern for the effect that screen time may have for child and youth development. Some research suggest that screen time in general and gaming in particular is an educational and skills training activity. Other research has concerns that video games can become a potentially pathological activity that interferes with everyday life with risks of developing psychiatric disorders such as internet gaming disorder (IGD). IGD is included in the Diagnostic and Statistical Manual of Mental Disorders, fifth edition (DSM-5), as a condition necessitating further clinical experience and research before inclusion as a formal disorder. The WHO, on the other hand, has included Gaming Disorder in the International Classification of Diseases, eleventh revision (ICD-11), as a formal diagnosis. Experiencing addictive problems as a child may pose threat for future psychosocial development, including mental health and socioemotional development. In that sense, child and youth mental health services need to put more efforts into developing interventions that target children at risk to prevent the development of mental health problems among children and youth. To date, there are no evaluated preventive programs for child and youth with excessive screen time or problematic gaming in Sweden. Our research group from Lund University and Region Skåne, with Emma Claesdotter-Knutsson (E C-K) as a PI, has evaluated Relapse prevention (RP) as an individual treatment for problematic gaming in a Random Controlled trial (RCT) among children 12-18 years old in a Child and Adolescent Psychiatry (CAP) setting. This was one of the first treatment studies for children with problematic gaming in Europe. Although we discovered that the individual treatment of children and youth has promising effect on their gaming, we also found that that there were important pieces lacking when providing treatment for children with problematic gaming. The most prominent one was the lack of family, including parents, involvement in the treatment. Children and their development need to be seen from a system perspective - children develop in interaction with their environment/family. For children, parents are the closest socializing agents in their environment who with their parenting behaviours and practices pave the way for child developmental transitions. In that sense, the development of certain behaviours, such as gaming and excessive screen use may, at least to some extent, be related to family factors. It is then possible that child problematic screen time/gaming is not only attributed to the child itself, but to the family as a system. Therefore, we believe that parents need to be included in the preventive interventions targeting children and their families. Instead of only focusing on the child, changing the family environment, including parent-child interactions at home, may pose significant changes in the child's screen behaviour. This is a recognized logic from other family interventions such as Strengthening families program targeting families with children with behavioural problems and Cool Kids program targeting families with children with anxiety. In fact, parents whose children have undergone the RP-treatment in our project state that they need to and want to be involved in the child's treatment.
With this as a background, the overarching goal with this project is to develop and evaluate an easily accessible family program targeting children and adolescents with problematic gaming and excessive screen use.
Study design
- Primary purpose
- Treatment
- Allocation
- Not applicable
- Intervention model
- Single group
- Masking
- None (open label)
- Number of arms
- 1
| Arm | Type | Receives |
|---|---|---|
| Familiy Based Treatment | Experimental | Behavioral: Family Centered Treatment for Problematic Gaming and Excessive Screen Use;one session per week during a period of four weeks with high quality content. The sessions will be performed at CAP location in Lund. The treatment will be performed by a clinician at CAP who could be a doctor, psychologist or health counselor - all with cognitive behavioral therapy competence. The sessions will be in group settings, separately for children and parents. In that sense, children will be included in a group with other children and parents will be included in a group with other parents. Each group will have 1-2 therapists leading the program. The theme of the week will be the same for both parent and child group, although the delivery will potentially differ. We expect that a session will last approximately 90 min with a 15-minute coffee break included. |
Who may qualify
- Ages
- 12 to 17 years
- Sex
- All
- Healthy volunteers
- Not accepted
- Age groups
- Child
Key inclusion criteria (6 listed)
- Age 12 to <18 years
- Self-perceived problems in the family regarding computer gaming or screen use
- Children/youth and guardians can read, write and communicate in Swedish
- An available guardian who can participate in the treatment
- Access to the internet
Key exclusion criteria (1 listed)
- 1. Observed or suspected intellectual disability
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Family Centered Treatment for Problematic Gaming and Excessive Screen UseBased on earlier implementation research with parents and children the treatment is likely to consist of a low number of sessions ;one session per week during a period of four weeks with high quality content. The sessions will be performed at CAP location in Lund. The treatment will be performed by a clinician at CAP who could be a doctor, psychologist or health counselor - all with cognitive behavioral therapy competence. The sessions will be in group settings, separately for children and parents. In that sense, children will be included in a group with other children and parents will be included in a group with other parents. Each group will have 1-2 therapists leading the program. The theme of the week will be the same for both parent and child group, although the delivery will potentially differ. We expect that a session will last approximately 90 min with a 15-minute coffee break included. | Behavioural | Familiy Based Treatment |
Primary outcome
SCREENS-Q
Time frame: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.
Screening form, for valuing children and adolescent´s screen time
GASA
Time frame: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.
Screening form, for diagnosis of computer game addiction
PARCA
Time frame: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.
(adapted) Screening form for assessing aspects of parent-child relationship and parenting practices
FCU
Time frame: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.
Five items measure parent-child warmth, and three items measure parent-child conflicts
Kessler Scale-6
Time frame: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.
Screening for depression and anxiety the past 6 months
ISI-A
Time frame: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.
Form for assessing sleep disorders in children and adolescents
GTP-5
Time frame: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.
Form for assessing gaming transfer phenomena
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 18 Sep 2025.
- Derived from this study: PubMed 39378066Werner M, Kapetanovic S, Claesdotter-Knutsson E. Family-Centered Treatment Program for Problematic Gaming and Excessive Screen Use in a Clinical Child and Youth Population (FAME): Protocol for a Feasibility Pilot Mixed Method Study. JMIR Res Protoc. 2024 Oct 8;13:e56387. doi: 10.2196/56387.
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
Emma Claesdotter-Knutsson, MD, PhD principal investigator
Region Skane University Hospital, Lund University
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Family Centered Treatment for Problematic Gaming and Excessive Screen Use in people with Internet Gaming Disorder and Internet Addiction, run by Region Skane at 1 site in Sweden.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 6 inclusion and 1 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: finished, as of the sponsor's last update on 18 Sep 2025. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Sweden. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
SCREENS-Q (time frame: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.). The study lists 7 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
On the ClinicalTrials.gov record for NCT06098807, which also lists 1 linked publication.
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 18 Sep 2025.