Department of Psychology, National University of Singapore
Singapore, 117572
NCT Number: NCT07068035
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?
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.
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Notify Me18 year–35 year
All sexes
Interventional
Not applicable
Singapore, 117572
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.
Healthy volunteers accepted: Yes
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
This brief, self-administered intervention combined both temporary gaming abstinence and gaming-focused expressive writing to mitigate gaming problems
Other names: temporary abstinence, expressive 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
Other names: gaming as per usual, control writing
Time frame: Baseline and 1 month after intervention completion
Based on the Internet Gaming Disorder Scale-Short-Form. Higher scores indicated greater problematic gaming
Time frame: Baseline and 1 month after intervention completion
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.
Time frame: Baseline, 1 day after intervention completion, and 1 month after intervention completion
Based on the Difficulties in Emotion Regulation Scale (DERS-18). Higher scores indicated greater emotion dysregulation
Time frame: Baseline, 1 day after intervention completion, and 1 month after intervention completion
Based on the Internet Gaming Cognition Scale. Higher scores indicated greater maladaptive gaming cognitions
Time frame: Baseline, 1 day after intervention completion, and 1 month after intervention completion
Based on the Depression, Anxiety and Stress Scale. Higher score indicated greater psychological distress
Time frame: Baseline, 1 day after intervention completion, and 1 month after intervention completion
A single self-report item where participants rated their physical health status at present on a scale from 1 (very poor) to 6 (excellent)
Time frame: Baseline, 1 day after intervention completion, and 1 month after intervention completion
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)
Time frame: Baseline and 1 month after intervention completion
Based on the Pittsburgh Sleep Quality Index. Higher scores indicated poorer sleep quality
Time frame: Baseline, 1 day after intervention completion, and 1 month after intervention completion
To assess possible compensatory behaviours during intervention period, participants reported the average number of hours that they spent on social media (e.g., Instagram, Facebook, TikTok), watching shows and movies on television and streaming services (e.g., Netflix, Disney+), and browsing gaming-related contents (e.g., game forums) in a typical week
National University of Singapore
Other
Investigating the Use of Temporary Abstinence and Expressive Writing for Reducing Problematic Gaming
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