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Problematic Video GamingNCT07068035

Effects of Temporary Abstinence and Expressive Writing on Gaming

A study testing Temporary abstinence and expressive writing in people with Problematic Video Gaming, run by National University of Singapore at 1 site in Singapore.

Completed

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

Official record
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Trial summary

The goal of this clinical trial is to investigate if an intervention combining temporary abstinence and expressive writing can mitigate gaming problems in young adult regular gamers. Read more about this study

Who is it for?
Ages 18 to 35 yearsHealthy volunteers can take part
Conditions the study is for
Problematic Video Gaming
What is being tested?
Temporary abstinence and expressive writing
Could I receive a placebo?
No, everyone receives an active treatment
How many people
321 participants
Where
1 siteSingapore
Study dates
2 Aug 2024to 11 Nov 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 18 to 35 years
  • All sexes
  • Healthy volunteers accepted
  • Adult

Who may be able to join

  • Singapore citizens/Permanent Residents
  • Between 18 and 35 years old
  • Play video games regularly (on average at least 7 hours per week)
  • Able to read and write English
  • Non-professional gamers
  • Experience some problems with gaming, use gaming for emotional comfort
  • Willing to temporarily take a break from gaming for 7 days

Who cannot join

  • Non-Singapore citizens/Permanent Residents
  • Below 18 or above 35 years old
  • Do not play video games regularly (less than 7 hours per week)
  • Unable to read or write English
  • Professional gamers
  • Experience no problems with gaming, does not use gaming for emotional comfort
  • Unwilling to temporarily take a break from gaming for 7 days

Trial locations and contacts

1 site in 1 country.

Singapore1 site
  • Department of Psychology, National University of Singapore

    Singapore, 117572

Other trials in Singapore

About this study

Official title: Investigating the Use of Temporary Abstinence and Expressive Writing for Reducing Problematic Gaming

The goal of this clinical trial is to investigate if an intervention combining temporary abstinence and expressive writing can mitigate gaming problems in young adult regular gamers. The main questions it aims to answer are:

  • Does intervention combining temporary abstinence and expressive writing reduces problematic gaming and gaming time?
Read more

Researchers will compare the treatment group to a control group (gaming as per usual and control writing) to examine if the intervention works to mitigate gaming problems.

Participants will:

  • Temporarily abstain from video games for a period of 7 days and engage in 4 expressive writing exercises during this intervention period
  • Answer three surveys: a baseline survey before the start of the intervention, a post survey after the 7-day intervention, and a follow-up survey 1 month after the post survey.
Read the detailed description

This clinical trial investigates the effectiveness of a self-administered intervention combining temporary abstinence and expressive writing in addressing problematic gaming behaviours among young adult gamers in Singapore. It aims to evaluate the effectiveness of the intervention in reducing problematic gaming behaviours and improving emotional and health-related outcomes (e.g., psychological distress, physical health status) among young adult gamers by comparing the outcomes among two groups: temporary abstinence with expressive writing group and control group

Participants have to attend an online briefing, complete a baseline survey, take part in a 7-day intervention, complete a post-intervention survey one day later and a 1-month follow-up survey.

  1. Online briefing: Participants attended an online briefing session where a member of the research team briefed them on the procedures, emphasised the importance of adhering to the intervention protocol, and addressed any questions that they might have.
  2. Baseline survey: Participants were asked to report on their sociodemographics and internet and gaming-related habits, as well as psychosocial characteristics. The baseline survey had to be completed on the same day as the online briefing.
  3. Intervention: Participants were randomly assigned to 1 of 2 groups and to take part in the intervention that lasted for 7 consecutive days. In the treatment group, participants were instructed to abstain from gaming for a period of 7 days and to engage in expressive writing exercises for 15 minutes every other day for a total of 4 sessions on Day 1, Day 3, Day 5, and Day 7 of the intervention. Participants typed their writings online using the Qualtrics platform. In the control group, participants were instructed to continue with their usual gaming routine and engaged in control writing exercises for the same number of sessions and duration across the same days.
  4. Post-intervention survey: Participants were asked to complete a subset of the baseline survey and a few questions about the intervention (e.g., manipulation checks, compliance).
  5. 1-month follow-up survey: Participants were asked to complete a similar set of questionnaires as the baseline survey 1 month after the completion of the post-intervention survey.
Being tested
Temporary abstinence and expressive writing, Gaming as per usual and control writing
Keywords
problematic gaming, expressive writing, temporary abstinence, gaming time

What participants receive

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

  • Temporary abstinence and expressive writingBehavioural

    Also called temporary abstinence, expressive writing

    This brief, self-administered intervention combined both temporary gaming abstinence and gaming-focused expressive writing to mitigate gaming problems

  • Gaming as per usual and control writingBehavioural

    Also called gaming as per usual, control writing

    Participants continued with their usual gaming routine and engaged in control writing exercises for 15 minutes every other day for a total of 4 sessions

Study groups in NCT07068035
Study groupRoleWhat they receive
TreatmentExperimentalThe treatment group was instructed to abstain from gaming for a period of 7 days and to engage in expressive writing exercises for 15 minutes every other day for a total of 4 sessions
Receives: Behavioral: Temporary abstinence and expressive writing
ControlOtherThe control group was instructed to continue their usual gaming routine for a period of 7 days and to engage in control writing exercises for 15 minutes every other day for a total of 4 sessions.
Receives: Behavioral: Gaming as per usual and control writing

What is being measured

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

  1. problematic gaming

    Based on the Internet Gaming Disorder Scale-Short-Form. Higher scores indicated greater problematic gaming

    Measured: Baseline and 1 month after intervention completion

  2. gaming hours

    Participants self-reported the average number of hours spent playing video games per day in a typical week over the past 30 days. This measure quantifies the total time engaged in gaming activity, with higher hours indicating greater gaming engagement.

    Measured: Baseline and 1 month after intervention completion

  3. emotion dysregulation

    Based on the Difficulties in Emotion Regulation Scale (DERS-18). Higher scores indicated greater emotion dysregulation

    Measured: Baseline, 1 day after intervention completion, and 1 month after intervention completion

  4. maladaptive gaming cognitions

    Based on the Internet Gaming Cognition Scale. Higher scores indicated greater maladaptive gaming cognitions

    Measured: Baseline, 1 day after intervention completion, and 1 month after intervention completion

Secondary outcomes (4)
  1. psychological distress

    Based on the Depression, Anxiety and Stress Scale. Higher score indicated greater psychological distress

    Measured: Baseline, 1 day after intervention completion, and 1 month after intervention completion

  2. physical health

    A single self-report item where participants rated their physical health status at present on a scale from 1 (very poor) to 6 (excellent)

    Measured: Baseline, 1 day after intervention completion, and 1 month after intervention completion

  3. exercise frequency

    A self-report item where participants reported number of days they engaged in moderate or vigorous physical activity that lasted for more than 10 minutes at a time in a typical week. This item was scored from 1 (never to 1 day per week) to 4 (every day)

    Measured: Baseline, 1 day after intervention completion, and 1 month after intervention completion

  4. sleep quality

    Based on the Pittsburgh Sleep Quality Index. Higher scores indicated poorer sleep quality

    Measured: Baseline and 1 month after intervention completion

Timeline

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

  1. First posted16 Jul 2025
  2. Study start2 Aug 2024
  3. Primary completion11 Nov 2024
  4. Study completion11 Nov 2024

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
Randomised
Intervention model
Parallel groups
Model description
Participants in the treatment group were instructed to abstain from gaming for a period of 7 days and to engage in expressive writing exercises for 15 minutes every other day for a total of 4 sessions. Participants in the control group were instructed to continue their usual gaming routine for a period of 7 days and to engage in control writing exercises for 15 minutes every other day for a total of 4 sessions.
Masking
Double blind
Who is masked
Participant, Investigator
Enrolment
321 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07068035
Sponsor's protocol ID
NUS-IRB-2023-1037
Status last verified
Jul 2025
First submitted
7 Jul 2025
Last updated
16 Jul 2025
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
Undecided: The Institutional Review Board's approval is required for the data to be shared. Therefore, IPD that underlie results in a publication are available from the researcher on reasonable request and with the approval of the Institutional Review Board (National University of Singapore)

Questions about this trial

What is this clinical trial studying?

A study testing Temporary abstinence and expressive writing in people with Problematic Video Gaming, run by National University of Singapore at 1 site in Singapore.

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 7 inclusion and 7 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 16 Jul 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 Singapore. 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?

problematic gaming (time frame: Baseline and 1 month after intervention completion). The study lists 4 primary outcomes in all. 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 16 Jul 2025.

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