AzTrials
AzTrials

Gaming DisorderNCT06811571

Effectiveness of a Mobile Cognitive-Behavioral Therapy-Based Early Intervention on Adolescent Hazardous Gaming

A study testing mobile CBT-based early Intervention on Adolescent Hazardous Gaming in people with Gaming Disorder and Hazardous Gaming, run by Shanghai Mental Health Center at 1 site in China.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
Search all trials

Trial summary

The investigators established a mobile-based early intervention on adolescent hazardous gaming and verified its effectiveness. Read more about this study

Who is it for?
Ages 12 to 18 yearsHealthy volunteers can take part
What is being tested?
mobile CBT-based early Intervention on Adolescent Hazardous Gaming
Could I receive a placebo?
No, everyone receives an active treatment
How many people
151 participants
Where
1 siteChina
Study dates
1 Jul 2022to 31 Dec 2025
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 18 years
  • All sexes
  • Healthy volunteers accepted
  • Child, Adult

Who may be able to join

  • aged 12 to 18 years; (2) met the ICD-11 criteria for Hazardous Gaming, defined as a pattern of gaming, either online or offline, that appreciably increases the risk of harmful physical or mental health consequences to the individual or to others around the individual, often persists in spite of awareness of increased risk of harm, and warrants attention and advice from health professionals but does not meet the diagnostic requirements for Gaming Disorder [1], as confirmed by structured clinical interview; (3) had the conditions necessary to participate in the online intervention, including continuous access to a smartphone for one month; (4) full understanding of the study objectives and procedures; (5) written informed consent jointly signed by the adolescent and their parent or legal guardian.

Who cannot join

  • severe physical illness or intellectual disability; or (2) met the full diagnostic criteria for GD.

Trial locations and contacts

1 site in 1 country.

China1 site
  • Shanghai Mental Health Center

    Shanghai

Other trials in China

About this study

Official title: Effectiveness of a Mobile Cognitive-Behavioral Therapy-Based Early Intervention on Adolescent Hazardous Gaming: A Non-Randomized Controlled Study

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

Read the detailed description

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 technology-based approaches with the advantage of user-friendliness. This study developed a mobile CBT-based early intervention for adolescent Hazardous Gaming. To evaluate its effectiveness, adolescents were recruited and assigned non-randomly to an intervention group or a control group. The intervention group received the 28-day mobile CBT-based early intervention, while the control group received no active intervention and was followed under the natural course. Both groups were assessed at baseline and at 3 months after baseline; for the intervention group, the follow-up was conducted 2 months after the end of the 28-day intervention. Comparative analyses were conducted between the two groups and across the two time points, primarily on the severity of Gaming Disorder, gaming duration, gaming frequency, anxiety, depression, and self-esteem.

Being tested
mobile CBT-based early Intervention on Adolescent Hazardous Gaming

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • mobile CBT-based early Intervention on Adolescent Hazardous GamingBehavioural

    The theoretical framework of the Mobile CBT-based early intervention was based on cognitive behavioral therapy (CBT). The intervention included three core modules: gaming behavior management, cognitive restructuring for healthy gaming, and targeting GD-related risk and protective factors. The intervention was delivered through daily self-monitoring questionnaires, psycho-educational articles, and online lectures.

Study groups in NCT06811571
Study groupRoleWhat they receive
Intervention GroupExperimentalThe intervention group received a 28-day mobile CBT-based early intervention delivered through a WeChat mini-program. The program was based on CBT principles and included three modules: gaming behavior management, cognitive restructuring for healthy gaming, and targeting gaming disorder-related risk and protective factors. The follow-up assessment was conducted 2 months after the end of the intervention, which was 3 months after baseline.
Receives: Behavioral: mobile CBT-based early Intervention on Adolescent Hazardous Gaming
Control GroupNo interventionThe control group received no active intervention and was followed under the natural course of hazardous gaming. Participants completed the same baseline and follow-up assessments as the intervention group, with follow-up conducted 3 months after baseline.

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. the severity of gaming disorder

    Measured by Gaming Disorder Screening Scale

    Measured: baseline, two months after intervention

Secondary outcomes (5)
  1. average daily gaming hours

    self-reported average hours spent gaming per day

    Measured: baseline, two months after intervention

  2. average weekly gaming frequency

    self-reported gaming days per week

    Measured: baseline, two months after intervention

  3. anxiety severity

    Measured by: Generalized Anxiety Disorder 7-item (GAD-7) Scale Scale Range: 0 to 21 (higher scores indicate worse anxiety)

    Measured: baseline, two months after intervention

  4. depression severity

    Measured by: Patient Health Questionnaire-9 (PHQ-9) Scale Range: 0 to 27 (higher scores indicate worse depression)

    Measured: baseline, two months after intervention

  5. self-esteem

    Measured by: Rosenberg Self-Esteem Scale (SES) Scale Range: 0 to 30 (higher scores indicate better self-esteem)

    Measured: baseline, two months after intervention

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted6 Feb 2025
  2. Study start1 Jul 2022
  3. Primary completion31 Dec 2025
  4. Study completion31 Dec 2025

Resources

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
Non-randomised
Intervention model
Parallel groups
Masking
None (open label)
Enrolment
151 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT06811571
Sponsor's protocol ID
NZhong-007
Status last verified
Oct 2026
First submitted
16 Jul 2024
Last updated
13 Oct 2026
Results posted
No
FDA-regulated drug
No
FDA-regulated device
No

Questions about this trial

What is this clinical trial studying?

A study testing mobile CBT-based early Intervention on Adolescent Hazardous Gaming in people with Gaming Disorder and Hazardous Gaming, run by Shanghai Mental Health Center at 1 site in China.

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 1 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 13 Oct 2026. 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 China. 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?

the severity of gaming disorder (time frame: baseline, two months after intervention). It is what the study was designed to measure, not a finding.

Where can I read the original study information?
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 13 Oct 2026.

Free account

Log in to keep searching

You’ve used your 3 free searches. AzTrials is free: log in or create a free account to keep searching clinical trials and save the ones you want to follow.

Create a free accountLog in