Ireland
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Active, not recruiting Not applicable

Community-Based Intervention to Reduce Problematic Video Game Use in First-Year Secondary School Students: A Cluster Randomised Controlled Trial

NCT07357792 · tracked via the Priya Life Science Spain tracker
Phase
Not applicable
Started
2025-11-15
Last updated
2026-07-17

Condition(s) studied

Video Game AddictionGaming Disorder

Investigational drug(s) / intervention(s)

Community-Based ComponentAdolescent Mindfulness ComponentAdult Mindfulness Component

Community-Based Component: The community component is based on participatory action research and actively involves adolescents in identifying local leisure needs, recognising community assets, and co-designing healthy screen-free alternatives. It consists of three 50-minute classroom sessions facilitated by trained members of the research team. Students use community mapping and photovoice to explore their everyday leisure environments, produce photographs with short narratives, and contribute to a collective map. The materials are then discussed in small groups to identify available resources, barriers, and opportunities for improvement. Finally, students prioritise the proposals through voting and jointly develop two feasible community-based leisure activities. The core structure is standardised across schools, while the specific content and activities are adapted to each local context. Attendance, adaptations, and implementation fidelity are recorded throughout the process.

Adolescent Mindfulness Component: The adolescent mindfulness component is a structured classroom-based programme adapted from established Mindfulness-Based Stress Reduction and Mindfulness-Based Cognitive Therapy protocols. It aims to strengthen attention, emotional awareness, and behavioural self-regulation. The programme consists of eight face-to-face group sessions of approximately 50 minutes, delivered during school hours. Content follows a progressive sequence focused on awareness of the body and breathing, physical sensations, emotions, thoughts, and open awareness. Sessions combine guided mindfulness practices with age-appropriate reflection and discussion, helping students recognise internal experiences and respond to them in a less automatic way. Brief mindfulness exercises are also encouraged in other school settings to support the transfer of skills to daily life. No minimum group size is required, and the intervention is delivered in addition to usual educational activities.

Adult Mindfulness Component: The adult mindfulness component is an individual, self-guided online programme for parents, caregivers, teachers, healthcare professionals, and community representatives in the adolescents' immediate environment. It aims to improve participants' mindfulness and psychological well-being while providing practical tools to support adolescents in developing healthier leisure habits. The programme consists of six sessions of approximately 45 minutes each and is designed to be completed over eight weeks at the participant's own pace. Its content combines mindfulness practices with cognitive-behavioural strategies focused on emotional regulation, stress management, self-awareness, and more mindful responses in everyday situations. The programme is accessed through digital devices, requires no minimum number of participants, and is intended to strengthen adults' role as supportive models within adolescents' family, school, healthcare, and community environments.

Study summary

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, Spain.

The intervention combines three coordinated components: a participatory community programme in which adolescents identify local leisure resources and co-design healthy screen-free activities; a classroom-based mindfulness programme for adolescents; and an online mindfulness programme for parents, caregivers, teachers, healthcare professionals, and other adults in the adolescents' environment.

Schools will be randomly assigned to either the intervention group or a control group that continues with usual educational practice. Adolescents will be assessed before the intervention, after the intervention, and at 6-month follow-up. Adults will be assessed before and after the intervention.

The main hypothesis is that adolescents in intervention schools will show a greater reduction in problematic video game use and gaming disorder than adolescents in control schools. The study will also examine whether the intervention improves mindfulness, psychological well-being, perceived social support, and self-regulation, and reduces impulsivity and involvement in cyberbullying. In addition, it will explore whether changes in mindfulness and other psychological factors help explain the intervention's effects, and whether family involvement, adult mindfulness, cyberbullying, and baseline severity influence the results.

Eligibility

Sex
ALL
Min age
11 Years
Max age
15 Years
Healthy volunteers
Accepted
Educational Centres Inclusion Criteria: * Publicly funded * Located in the province of Pontevedra * Provide compulsory secondary education * Agree to participate in the study * Allow implementation of the programme Exclusion Criteria: * Simultaneous participation in another structured programme specifically addressing problematic video game use, gaming disorder, mindfulness or screen use. * Unable to guarantee the minimum conditions required for programme implementation Adolescents Inclusion Criteria: * Enrolled in the first year of compulsory secondary education at a participating centre * Provide signed informed consent * Have sufficient proficiency in the language used for the intervention and questionnaires * Are able to complete the study assessments Exclusion Criteria: * Difficulties that prevent participation in the sessions or completion of the questionnaires and cannot be managed with reasonable support * Signed informed consent is not provided * Consent is withdrawn at any time Adults Inclusion Criteria: * Parent, legal guardian, or caregiver of a participating adolescent and/or an adult involved in the school-based coordinating group * Agree to participate * Provide signed informed consent * Have access to an internet-connected electronic device to complete the online mindfulness programme and questionnaires Exclusion Criteria: * Consent is withdrawn * No access to a suitable internet-connected device

Primary outcome measure(s)

  • Problematic Video Game Use and Game Addiction — One year and a half, and at follow-up (6 months after study completion)
    Change in problematic video game use and gaming disorder symptoms among adolescents, assessed using the validated Spanish versions of the Game Addiction Scale for Adolescents (GASA) and the Ten-Item Internet Gaming Disorder Test (IGDT-10). The GASA is a seven-item self-report instrument. Total scores range from 7 to 35, with higher scores indicating greater severity of problematic gaming and addiction-related symptoms. The scale has shown adequate internal consistency, with Cronbach's alpha values ranging from 0.81 to 0.83. The IGDT-10 is a ten-item self-report instrument assessing the nine DSM-5 criteria for Internet Gaming Disorder. Using the criteria-based scoring procedure, total scores range from 0 to 9, with higher scores indicating that a greater number of diagnostic criteria are met and greater gaming disorder severity. The instrument has demonstrated acceptable internal consistency, with Cronbach's alpha values ranging from 0.62 to 0.75.

Trial sites (1)

FacilityCityRegionStatus
Centro de Saúde de Rosalía de Castro Vigo Pontevedra
Official registry record

This page summarises publicly available registry data for informational purposes — not medical advice. Eligibility is determined by each study team; patients should discuss participation with their clinician.

View NCT07357792 on ClinicalTrials.gov ↗ ← All trials in Spain