[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-studies-list:{\"conditionNormalized\":\"gaming-disorder\",\"overallStatus\":[\"RECRUITING\",\"AVAILABLE\",\"NOT_YET_RECRUITING\"],\"orderBy\":\"LastUpdateSubmitDate:desc\",\"size\":25,\"offset\":0}":3,"health-study-condition:gaming-disorder":30},{"pageToken":4,"total":5,"offset":6,"count":5,"results":7},null,5,0,[8,45,69,99,117],{"id":9,"slug":10,"hasResults":11,"nctId":12,"briefTitle":13,"officialTitle":14,"acronym":15,"eligibilityCriteria":16,"healthyVolunteers":11,"sex":17,"minAge":18,"maxAge":19,"enrollmentInfo":20,"targetDuration":4,"studyType":23,"phases":24,"briefSummary":26,"conditions":27,"keywords":4,"overallStatus":32,"whyStopped":4,"lastUpdateSubmitDate":33,"lastUpdatePostDateStruct":34,"startDateStruct":37,"completionDateStruct":39,"leadSponsor":41,"locationsCount":44},"100611844","evaluation-of-a-family-centered-program-for-problematic-gamingexcessive-screen-use-100611844",false,"NCT07245862","Evaluation of a Family-centered Program for Problematic Gaming\u002FExcessive Screen Use","Evaluation of a Family-centered Program for Problematic Gaming\u002FExcessive Screen Use in a Child and Adolescent Population Within Social Services in Light of the New Social Services Law","S-FAME","Inclusion Criteria:\n\n* family conflicts related to screen use\n* spaeks and udnerstand swedish\n\nExclusion Criteria:\n\n* se above","ALL","11 Years","14 Years",{"count":21,"type":22},170,"ESTIMATED","INTERVENTIONAL",[25],"NA","The Family-Centered Program for Problematic Gaming and Excessive Screen Use (FAME) is a pioneering initiative designed to address the growing challenges of excessive screen use and gaming among children and adolescents, particularly within family dynamics.",[28,29,30,31],"Adolescent Behavior","Social Media Addiction","Gaming Disorder","Family Relations","RECRUITING","2026-04-24",{"date":35,"type":36},"2026-04-30","ACTUAL",{"date":38,"type":36},"2026-01-01",{"date":40,"type":22},"2028-01-01",{"name":42,"class":43},"Region Skane","OTHER",1,{"id":46,"slug":47,"hasResults":11,"nctId":48,"briefTitle":49,"officialTitle":49,"acronym":4,"eligibilityCriteria":50,"healthyVolunteers":51,"sex":17,"minAge":52,"maxAge":53,"enrollmentInfo":54,"targetDuration":4,"studyType":23,"phases":56,"briefSummary":57,"conditions":58,"keywords":59,"overallStatus":32,"whyStopped":4,"lastUpdateSubmitDate":60,"lastUpdatePostDateStruct":61,"startDateStruct":63,"completionDateStruct":65,"leadSponsor":67,"locationsCount":44},"100620917","a-study-to-evaluate-the-effectiveness-of-group-gaming-interventions-for-individuals-with-problematic-gaming-behavior-and-gaming-disorder-100620917","NCT07363850","A Study to Evaluate the Effectiveness of Group Gaming Interventions for Individuals With Problematic Gaming Behavior and Gaming Disorder.","Inclusion Criteria:\n\n* (1) Clinical diagnosis of hazardous gaming defined in the ICD-11 (2) Fully comprehending the research's purpose and procedures and signing the informed consent\n\nExclusion Criteria:\n\n* (1)Serious physical illness or intellectual disability (2) Clinical diagnosis of gaming disorder (3) Not completing all the interventions or assessments",true,"12 Years","18 Years",{"count":55,"type":22},100,[25],"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. The participants in the intervention group will receive a series of game-based activities and treatment. Firstly, we will distribute the recruitment advertisements for this intervention program in the school, including the project introduction, registration code, and contact details. Secondly, if students are interested in this project, they need to screen the code, and completely fill in personal information, and the screening questionnaire. Thirdly, students reaching the inclusion criteria and their parents will be invited to participate in a project briefing session and obtain their informed consent. Lastly, three times assessments in the whole process will be conducted, preintervention(T0), post-intervention(T1), and at a three-month(T3) follow-up. Importantly, participants can quit the project at any time during the whole process.",[30],[30],"2026-01-14",{"date":62,"type":36},"2026-01-23",{"date":64,"type":36},"2025-10-01",{"date":66,"type":22},"2026-12-31",{"name":68,"class":43},"Shanghai Mental Health Center",{"id":70,"slug":71,"hasResults":11,"nctId":72,"briefTitle":73,"officialTitle":74,"acronym":4,"eligibilityCriteria":75,"healthyVolunteers":11,"sex":17,"minAge":76,"maxAge":4,"enrollmentInfo":77,"targetDuration":4,"studyType":23,"phases":79,"briefSummary":80,"conditions":81,"keywords":83,"overallStatus":89,"whyStopped":4,"lastUpdateSubmitDate":90,"lastUpdatePostDateStruct":91,"startDateStruct":93,"completionDateStruct":95,"leadSponsor":97,"locationsCount":44},"100464507","cbt-treatment-for-internet-gaming-disorder-100464507","NCT05328596","CBT Treatment for Internet Gaming Disorder","Gaming Disorder- a Randomized Controlled Trial in a Clinical Setting","Inclusion Criteria:\n\n* Fulfilling 5 out of 9 criteria for IGD according to DSM V\n* ≥ 16 years of age\n* Can read and speak Swedish fluidly.\n\nExclusion Criteria:\n\n* Somatic or psychiatric disease that is contraindicating or severely complicates the implementation of the intervention (e.g., ongoing psychotic, manic or hypomanic episode or neuropsychiatric condition with severe disability)\n* Ongoing increased suicide risk that is considered to make it inappropriate for the patient to participate in the study (based on evaluation at the structured clinical interview)\n* have another ongoing psychological treatment with a content similar to that in the current study\n* plan to start such treatment during the XX weeks that the study is ongoing or has during the last three weeks started or changed medication for any psychiatric problem.","16 Years",{"count":78,"type":22},160,[25],"For most people, gaming is perceived as a positive activity. In some cases, however, gaming may turn into an addiction with consequences for the individual health, quality of life and everyday life. Today, there is a lack of evidence-based interventions to treat this condition, called Gaming Disorder (GD). This study will evaluate a new manual for treatment of GD, divided into a number of modules and based on cognitive behavioural therapy (CBT). The study is designed as a randomized controlled trial (RCT) and will be conducted at a clinic specialized in the treatment of gambling and gaming addiction.\n\nParticipants included in the study will be randomized to one of to groups. The intervention group will receive twelve weeks of individual CBT-treatment while participants allocated to the control group will be put on a twelve-week wait-list.\n\nThe hypothesis is that the manual based CBT treatment will result in a greater reduction in symptoms of criteria for GD.",[82,30],"Internet Gaming Disorder",[84,85,86,87,88],"Psychiatry","Psychology","Cognitive Behavioural Therapy","Randomized Controlled Trial","Addictive behaviour","NOT_YET_RECRUITING","2025-05-13",{"date":92,"type":36},"2025-05-16",{"date":94,"type":22},"2025-08",{"date":96,"type":22},"2027-12",{"name":98,"class":43},"Sahlgrenska University Hospital",{"id":100,"slug":101,"hasResults":11,"nctId":102,"briefTitle":103,"officialTitle":104,"acronym":4,"eligibilityCriteria":50,"healthyVolunteers":51,"sex":17,"minAge":52,"maxAge":53,"enrollmentInfo":105,"targetDuration":4,"studyType":23,"phases":106,"briefSummary":107,"conditions":108,"keywords":4,"overallStatus":32,"whyStopped":4,"lastUpdateSubmitDate":109,"lastUpdatePostDateStruct":110,"startDateStruct":112,"completionDateStruct":114,"leadSponsor":116,"locationsCount":44},"100578459","a-study-of-the-effectiveness-of-an-early-intervention-on-adolescent-hazardous-gaming-100578459","NCT06811571","A Study of the Effectiveness of an Early Intervention on Adolescent Hazardous Gaming","A Study of the Effectiveness of a Mobile-based Early Intervention on Adolescent Hazardous Gaming",{"count":55,"type":22},[25],"The investigators established a mobile-based early intervention on adolescent hazardous gaming and verified its effectiveness.",[30],"2025-02-04",{"date":111,"type":36},"2025-02-06",{"date":113,"type":36},"2022-07-01",{"date":115,"type":22},"2025-12-31",{"name":68,"class":43},{"id":118,"slug":119,"hasResults":11,"nctId":120,"briefTitle":121,"officialTitle":122,"acronym":4,"eligibilityCriteria":123,"healthyVolunteers":51,"sex":17,"minAge":53,"maxAge":124,"enrollmentInfo":125,"targetDuration":4,"studyType":23,"phases":127,"briefSummary":128,"conditions":129,"keywords":4,"overallStatus":32,"whyStopped":4,"lastUpdateSubmitDate":130,"lastUpdatePostDateStruct":131,"startDateStruct":133,"completionDateStruct":135,"leadSponsor":136,"locationsCount":44},"100532096","a-study-for-the-disrupted-interpersonal-interaction-among-gaming-disorder-individuals-and-treatment-100532096","NCT06208358","A Study for the Disrupted Interpersonal Interaction Among Gaming Disorder Individuals and Treatment","Brain Mechanism of Disrupted Interpersonal Interaction in Gaming Disorder Affecting Cognitive Control and Its Hierarchical Multidimensional Evaluation Intervention","Inclusion Criteria:\n\n* (1)Clinical diagnosis of severe Gaming Disorder defined in the ICD-11; (2)Normal hearing and vision, or within normal range after correction;\n\nExclusion Criteria:\n\n* (1) Clinical diagnosis of mental health disorders other than GD defined in the ICD-11 in the past 5 years；(2) Suffering from diseases that affect cognitive function (such as cerebrovascular diseases) ; (3) Schizophrenia, bipolar disorder, depression or other Axis I disorder of DSM-V criteria;(4)any contraindication for tACS intervention.","60 Years",{"count":126,"type":22},60,[25],"Aiming at the major problems of unclear brain mechanism of gaming disorder and lack of effective assessment intervention tools, this project started by exploring the brain mechanism of abnormal interpersonal interaction and cognitive control deficit promoting and accelerating the development of gaming disorder, adopted a prospective cohort study design, combined with multi-modal brain functional imaging, cognitive function, social psychological assessment, and other means. To clarify the brain mechanism and outcome of gaming disorder. Based on the preliminary stage, for high-risk groups, risky gaming behavior, gaming disorder layout hierarchical multidimensional assessment intervention system, using science education, brief intervention, social psychological intervention, neural regulation, cognitive rehabilitation training, mobile medical treatment, and other ways, stratification and stage, early identification, prevention and treatment combination, accurate intervention to comprehensively reduce the occurrence and development of gaming disorder.",[30],"2024-01-05",{"date":132,"type":36},"2024-01-17",{"date":134,"type":36},"2023-09-01",{"date":66,"type":22},{"name":68,"class":43}]