Clinical trials: Gaming Disorder
Gaming Disorder
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.
- Trial name
- NCT07363850
- Testing
- group gaming interventions
- Where
- China
- Volunteers
- 100 people, healthy volunteers welcome
- Sponsor
- Shanghai Mental Health Center
Internet Addiction Disorder
Examining of Occupational Balance, Executive Functions, and Quality of Life of Adolescents with Internet Gaming Disorder
Internet gaming disorder leads to social problems and isolation, neglect of daily responsibilities, behavioral disorders, and cognitive and physical impairments.
- Trial name
- NCT06497166
- Where
- Turkey (Türkiye)
- Volunteers
- 62 people, healthy volunteers welcome
- Sponsor
- Bezmialem Vakif University
Mental Disorder
Effects of an Internet Use Disorder and Internet Gaming Disorder Early Intervention Program
Background. In the last two decades Internet usage has grown vastly. Pathological Internet usage (IUD; Internet Use Disorder) is associated with severe mental health problems affecting social, academic and daily life functioning.
- Trial name
- PROTECT+ (NCT03582839)
- Testing
- PROTECT+
- Volunteers
- 54 people, healthy volunteers welcome
- Sponsor
- Pädagogische Hochschule Heidelberg
Respiratory Tract Diseases, Pediatric Disorders
The Effect of Using Virtual Reality Glasses and Gaming Cards on Fear, Anxiety, and Physiological Parameters in Children Administered Inhaler Medication
This study aims to evaluate the effects of using virtual reality headsets and play cards during the administration of inhaler medication in pediatric patients.
- Conditions
- Respiratory Tract Diseases, Pediatric Disorders, Anxiety, Fear
- Trial name
- NCT07780331
- Testing
- Virtual Reality Goggles (VR BOX), Interactive Distraction Cards (DistrACTION® Cards), Standard Clinical Care
- Where
- Turkey (Türkiye)
- Volunteers
- 150 people, healthy volunteers welcome
- Sponsor
- Bandırma Onyedi Eylül University
Digital Technology Use, Social Media Addiction
Improving Digital Wellbeing in Saudi Adolescents
Background: In Saudi Arabia, the rapid expansion of digital technology use-particularly among adolescents-has raised growing concerns about internet addiction and its impact on mental health and overall wellbeing.
- Conditions
- Digital Technology Use, Social Media Addiction, Internet Gaming Disorder
- Trial name
- NCT07344142
- Testing
- Digital Wellbeing Unit, Parent WhatsApp Groups, Online Teacher Training
- Where
- Saudi Arabia
- Volunteers
- 2,600 people, healthy volunteers welcome
- Sponsor
- Johns Hopkins Bloomberg School of Public Health
Internet Gaming Disorder, Social Media Addiction
Chatbot Intervention to Reduce Common Digital Addictions, Sedentary Behaviors and Mental Distress Among Adolescents
The goal of the study is to investigate the efficacy of a secondary low-intensity stage of change (SoC) and motivational interviewing (MI)-based Chatbot-assisted intervention in reducing digital addictions in adolescents with…
- Trial name
- NCT06821373
- Testing
- Chatbot, Control
- Where
- Hong Kong
- Volunteers
- 330 people, healthy volunteers welcome
- Sponsor
- Chinese University of Hong Kong
Friedreich Ataxia
Digital Outcome Assessment Using AI Active Gaming and Motion Capture in Friedreich Ataxia
Friedreich ataxia (FA) is a rare, inherited condition that progressively affects balance, coordination, and walking. Clinical trials of new FA treatments rely largely on standard clinical rating scales, but these can be tiring…
- Trial name
- STEP-OUT FA (NCT07731971)
- Testing
- Laboratory validation session (VSimulator), Home-based active gaming assessment
- Where
- United Kingdom
- Volunteers
- 40 people, healthy volunteers welcome
- Sponsor
- University of Exeter
Scoliosis
A Postural Study Comparing Sitting on the Floor Versus Sitting in a Chair While Playing Video Games.
To determine if sitting in a chair or sitting on the floor lends itself to better posture while playing video games.
- Trial name
- NCT01163955
- Testing
- Time to fatigue
- Where
- United States
- Volunteers
- 56 people, healthy volunteers welcome
- Sponsor
- Glinn and Giordano Physical Therapy
Child Obesity
Using Video Gaming to Evaluate Front of Pack Labeling With Children
Regulated nutrition information is complex, using decimal places and percentages. Front of pack (FOP) labels provide simplified nutrition information on the front of packages.
- Trial name
- NCT03482336
- Testing
- Four FOP label designs
- Where
- United States
- Volunteers
- 80 people, healthy volunteers welcome
- Sponsor
- Michigan State University
No Disease
Beat Saber Exergaming and Isometric Strength in Youth Basketball Players
This randomized study compared two types of virtual reality gaming in male basketball players aged 10 to 12 years. The study examined whether a structured Beat Saber exergaming program produced greater improvements in isometric…
- Trial name
- BS-VR Strength (NCT07753213)
- Testing
- Structured Virtual Reality Exergaming, Self-Selected Virtual Reality Gaming
- Where
- Romania
- Volunteers
- 80 people, healthy volunteers welcome
- Sponsor
- Babes-Bolyai University
Internet Gaming Disorder
The Effect of Web-based Education Given to Parents on Children's Internet Gaming Disorder
Internet Gaming Disorder (IOB) is an important problem that is increasingly prevalent all over the world and can be prevented before it develops.
- Trial name
- NCT05632471
- Testing
- web-based "I know digital games" training for intervation grup, The control group was not trained
- Where
- Turkey (Türkiye)
- Volunteers
- 96 people, healthy volunteers welcome
- Sponsor
- Mersin University
Sickle Cell Disease
Gaming Technology to Engage Adolescent Sickle Cell Patients in Pain Management
Sickle cell disease (SCD) is a common genetic disorder characterized by episodes of pain, yet assessments to identify type, intensity, frequency, and phase of pain among SCD adolescents is lacking.
- Trial name
- NCT03291613
- Testing
- Pinpoint App
- Where
- 2 sites in United States
- Volunteers
- 13 people, healthy volunteers welcome
- Sponsor
- Klein Buendel, Inc.
Internet Gaming Disorder
Efficacy of Indigenously Adapted Cognitive Behavioral Therapy for Reducing Gaming Addiction Among Adolescents
Research evidence identified internet gaming as an emerging problem in youth across the globe and a lot of interventions are being used for managing gaming and associated psychological problems considering cultural aspects.
- Trial name
- NCT05927883
- Testing
- Indigenously Adapted Cognitive Behavioral Therapy
- Where
- Pakistan
- Volunteers
- 60 people, healthy volunteers welcome
- Sponsor
- Bahria University
Mental Health Issue
The Relationship Between Internet-use Behavior and Mental Health in Youth
Introduction: WHO defines youth as 15-24 years age group. At this stage, the brain is still under development, with high impulsiveness, being fond of stimulation and yearning for peer life.
- Trial name
- NCT06284551
- Where
- Taiwan
- Volunteers
- 50 people, healthy volunteers welcome
- Sponsor
- National Taiwan University Hospital
Down's Syndrome, Fine Motor Skills
Effect of Virtual Video Reality Gaming on Fine Motor Skills in Children With Down's Syndrome
Down's syndrome is genetic disorder caused by trisomy 21. Children with Down's syndrome are characterized by awkward movements, gait, increased flexibility of joints, timing of mastering of basic skills, under development of fine…
- Trial name
- NCT05392322
- Testing
- Self-help skills, Virtual video reality gaming
- Where
- Pakistan
- Volunteers
- 18 people, healthy volunteers welcome
- Sponsor
- Riphah International University
Video Game Addiction, Gaming Disorder
Community-Based Intervention to Reduce Problematic Video Game Use in First-Year Secondary School Students: A Cluster Randomised Controlled Trial
This cluster randomised controlled trial will evaluate whether a community-based, multicomponent intervention can reduce problematic video game use and gaming disorder among first-year secondary school students in Pontevedra…
- Trial name
- AQJ (NCT07357792)
- Testing
- Community-Based Component, Adolescent Mindfulness Component, Adult Mindfulness Component
- Where
- Spain
- Volunteers
- 492 people, healthy volunteers welcome
- Sponsor
- Fundacin Biomedica Galicia Sur
Mental Disorders
Efficacy of Internet Use Disorder Prevention
Background. The reduction of prevalence rates of Internet Use Disorder (IUD) and its effective treatment are at high priority in both public health and educational policies.
- Trial name
- PROTECT (NCT02907658)
- Testing
- PROTECT intervention group
- Volunteers
- 480 people, healthy volunteers welcome
- Sponsor
- Pädagogische Hochschule Heidelberg
Survivors of Childhood Cancer
Technological Gaming in Cancer Survivors (WINNERS)
HYPOTHESIS 1. Neurocognitive deficits in cancer survivors are underestimated. They represent a very limiting long-term side effect in this group of patients. 2.
- Trial name
- WINNERS (NCT06312969)
- Testing
- Video game based training
- Where
- Spain
- Volunteers
- 56 people, healthy volunteers welcome
- Sponsor
- Antonio Pérez Martínez
Digital Game Addiction, Sleep Deprivation
School-Based Self-Regulation Intervention for Digital Game Addiction and Sleep Deprivation
This study evaluates the effectiveness of a school-based self-regulation intervention designed to reduce digital game addiction and sleep deprivation among adolescents aged 10-14 years.
- Conditions
- Digital Game Addiction, Sleep Deprivation, Problematic Digital Gaming, Adolescent Behavioral Health
- Trial name
- SRDGA (NCT07423689)
- Testing
- School-Based Self-Regulation Program
- Where
- 2 sites in Turkey (Türkiye)
- Volunteers
- 110 people, healthy volunteers welcome
- Sponsor
- Turkan Akyol Guner
Medication Adherence, HIV/AIDS
A Mobile Gaming App to Improve Adherence to PrEP
In this study, the investigators will test the mobile game, Viral Combat, for efficacy and acceptability among diverse participants, ages 15-34 years, receiving PrEP care in clinical settings in New England and Mississippi.
- Trial name
- NCT05762705
- Testing
- Multilevel Gaming Adherence Intervention, Treatment as Usual +
- Where
- 3 sites in United States
- Volunteers
- 200 people, healthy volunteers welcome
- Sponsor
- Rhode Island Hospital