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Completed

NCT Number: NCT07270315

Self-Compassion and Problematic Gaming: A Randomized Trial

This study investigates the impact of self-compassion on reducing problematic gaming behaviors among young adults. Problematic gaming has been linked to anxiety, depression, and social dysfunction, and this study aims to assess how self-compassion can address these issues. The study explores the role of basic psychological needs and social anxiety as mediators in this process.

A randomized controlled trial was conducted with 308 online game players (M = 22.40, SD = 3.52), who were randomly assigned to either an intervention group (n = 194) or a waitlist group (n = 114). The intervention consisted of an online self-compassion program. Participants completed pretest, posttest, and follow-up questionnaires to assess the changes in self-compassion and problematic gaming behaviors. The results indicated that the intervention significantly increased self-compassion and reduced problematic gaming through the same mediating pathways of basic psychological needs and social anxiety.

These findings suggest that self-compassion training may be an effective intervention for reducing problematic gaming behaviors among young adults, with implications for mental health interventions in gaming communities.

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Key information

Age range

18 year and older

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Beijing Normal University

Beijing, China

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

  • Individuals aged 18 years or older.
  • Any gender.
  • Recruited through online platforms.
  • No restriction on educational background.
  • Participants who regularly engage in online gaming and are willing to reduce or modify their gaming behaviors.

Exclusion criteria

  • Individuals under 18 years old or those lacking full civil capacity.
  • Individuals with diagnosed psychiatric or psychological disorders.
  • Individuals without problematic gaming behaviors or without a clear intention to change their gaming habits.

Treatment and study plan

Positive Self - 14-Day Online Self-Compassion Course

Behavioral

The Positive Self intervention is a 14-day online course designed to enhance self-compassion. The course includes 14 didactic videos (approximately 10 minutes each) on self-compassion concepts and applications, along with 14 guided audio meditations (approximately 6 minutes each). The meditation practice involves breathing meditation for the first 3 days, followed by 11 days of loving-kindness meditation. This intervention has been shown to effectively promote self-compassion in previous research.

Primary outcomes

  1. Change in problematic gaming behavior score after 14-day self-compassion intervention

    Time frame: Baseline, post-intervention (Day 14), and one-month follow-up

    Participants' problematic gaming behavior was measured with an eight-item questionnaire adapted from Yang and Zhou (2004), a scale with established reliability and validity in Chinese samples. To match the intervention context, the term "video games" in the original items was replaced with "Genshin Impact" while maintaining the original semantic meaning. Items were rated on a 5-point Likert scale (1 = strongly disagree, 5 = strongly agree; α = .82). Higher scores reflected more severe problematic gaming behavior.

Secondary outcomes

  1. Change in self-compassion score after 14-day self-compassion intervention

    Time frame: Baseline, post-intervention (Day 14), and one-month follow-up

    Participants' self-compassion was measured using the 12-item Short Form of the Self-Compassion Scale (Raes et al., 2011). The validated Chinese version (Chen et al., 2011) was used in this study. Items were rated on a 5-point Likert scale (1 = almost never, 5 = almost always; α = .84). Six items were reverse-scored. Higher total scores reflected greater levels of self-compassion.

  2. Change in basic psychological needs score after 14-day self-compassion intervention

    Time frame: Baseline, post-intervention (Day 14), and one-month follow-up

    Participants' satisfaction of basic psychological needs was assessed using a 21-item questionnaire (Gagné, 2003; Liu et al., 2013). Items were rated on a 7-point Likert scale (1 = strongly disagree, 7 = strongly agree; α = .88). Nine items were reverse-scored. Higher scores reflected greater fulfillment of basic psychological needs.

  3. Change in social anxiety score after 14-day self-compassion intervention

    Time frame: Baseline, post-intervention (Day 14), and one-month follow-up

    Participants' social anxiety was assessed using the 17-item Social Phobia Inventory. Items were rated on a 5-point scale (0 = not at all, 4 = extremely; α = .82). Higher scores reflected greater severity of social anxiety symptoms.

Sponsors and collaborators

Lead sponsor

Beijing Normal University

Other

Registry information

Official study title

Effects of Self-Compassion on Reducing Problematic Gaming and Its Underlying Mechanisms: A Randomized Controlled Trial

Important dates

Study start
2023
Primary completion
2024
Study completion
2024
First posted
Dec 8, 2025
Registry last updated
Dec 16, 2025

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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