Beijing Normal University
Beijing, China
NCT Number: NCT07270315
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.
Looking for future studies?
Notify Me18 year and older
All sexes
Interventional
Not applicable
Beijing, China
Healthy volunteers accepted: Yes
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
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.
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.
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.
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.
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.
Beijing Normal University
Other
Effects of Self-Compassion on Reducing Problematic Gaming and Its Underlying Mechanisms: A Randomized Controlled Trial
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.
Published trials that share one or more normalized conditions with this study.
NCT07066696
Academic Performance, Behavior
Zaragoza, Spain
View Trial DetailsNCT06352801
ADHD, Attention Deficit Disorder with Hyperactivity
Hong Kong
View Trial DetailsNCT07567755
Behavior, Breast Feeding
Ankara, Turkey (Türkiye)
View Trial DetailsNCT06598540
Self-Compassion, Self-care
Stanford, California, United States
View Trial Details