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.
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
- Conditions the study is for
- Gaming Disorder, Hazardous Gaming, Cognitive Behavioral Therapy
- What is being tested?
- mobile CBT-based early Intervention on Adolescent Hazardous Gaming
- Type of treatment
- Lifestyle or therapy programme
- 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.
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 group | Role | What they receive |
|---|---|---|
| Intervention Group | Experimental | The 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 Group | No intervention | The 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.
the severity of gaming disorder
Measured by Gaming Disorder Screening Scale
Measured: baseline, two months after intervention
Secondary outcomes (5)
average daily gaming hours
self-reported average hours spent gaming per day
Measured: baseline, two months after intervention
average weekly gaming frequency
self-reported gaming days per week
Measured: 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)
Measured: 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)
Measured: 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)
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.
- First posted6 Feb 2025
- Study start1 Jul 2022
- Primary completion31 Dec 2025
- Study completion31 Dec 2025
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Gaming DisorderStudies of the same condition, open and under way.
- 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
- Non-randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Enrolment
- 151 participants (actual)
Sponsor and investigators
- Lead sponsor
- Shanghai Mental Health Center
- Sponsor type
- University, hospital or other
- Responsible party
- Sponsor
- Investigators
- Na Zhong, MD, Study chair, Shanghai Mental Health Center
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
Study at a glance
From the registry record, last updated by the sponsor on 13 Oct 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Effectiveness of a Mobile Cognitive-Behavioral Therapy-Based Early Intervention on Adolescent Hazardous Gaming: A Non-Randomized Controlled Study
- ClinicalTrials.gov ID
- NCT06811571
- Acronym / sponsor ID
- NZhong-007
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 151 participants (actual)
- Lead sponsor
- Shanghai Mental Health CenterUniversity, hospital or other
- Study start
- 1 Jul 2022 (actual)
- Primary completion
- 31 Dec 2025 (actual)
- Study completion
- 31 Dec 2025 (actual)
- First posted
- 6 Feb 2025 (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 investigators established a mobile-based early intervention on adolescent hazardous gaming and verified its effectiveness.
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.
Study design
- Primary purpose
- Treatment
- Allocation
- Non-randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Intervention Group | Experimental | Behavioral: mobile CBT-based early Intervention on Adolescent Hazardous GamingThe 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. |
| Control Group | No intervention | –The 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. |
Who may qualify
- Ages
- 12 to 18 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child, Adult
Key inclusion criteria (1 listed)
- 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.
Key exclusion criteria (1 listed)
- severe physical illness or intellectual disability; or (2) met the full diagnostic criteria for GD.
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 |
|---|---|---|
| mobile CBT-based early Intervention on Adolescent Hazardous GamingThe 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. | Behavioural | Intervention Group |
Primary outcome
the severity of gaming disorder
Time frame: baseline, two months after intervention
Measured by Gaming Disorder Screening Scale
5 secondary outcomes
average daily gaming hours
Time frame: baseline, two months after intervention
average weekly gaming frequency
Time frame: baseline, two months after intervention
anxiety severity
Time frame: baseline, two months after intervention
depression severity
Time frame: baseline, two months after intervention
self-esteem
Time frame: baseline, two months after intervention
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 13 Oct 2026.
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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.
Na Zhong, MD study chair
Shanghai Mental Health Center
1 site in 1 country: see every site and its status.
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.