- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT07270315
Self-Compassion and Problematic Gaming: A Randomized Trial
Effects of Self-Compassion on Reducing Problematic Gaming and Its Underlying Mechanisms: A Randomized Controlled 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.
Study Overview
Status
Conditions
Intervention / Treatment
Study Type
Enrollment (Actual)
Phase
- Not Applicable
Contacts and Locations
Study Locations
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-
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Beijing, China
- Beijing Normal University
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Participation Criteria
Eligibility Criteria
Ages Eligible for Study
- Adult
- Older Adult
Accepts Healthy Volunteers
Description
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.
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Prevention
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: None (Open Label)
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
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Experimental: Self-Compassion Intervention Group
Participants in this group received a 14-day online course titled Positive Self, designed to enhance self-compassion.
The course included 14 didactic videos (approximately 10 minutes each) on self-compassion concepts and applications, as well as 14 guided audio meditations (approximately 6 minutes each).
The meditation practice involved in this intervention began with 3 days of breathing meditation, followed by 11 days of loving-kindness meditation.
This intervention has been shown to effectively promote self-compassion in prior research.
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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.
|
|
No Intervention: Waitlist Control Group
Participants in this group received no intervention during the 14-day study period and were instructed to refrain from engaging in other meditation or mindfulness practices.
They completed the same pretest, posttest, and one-month follow-up assessments as the intervention group.
After the study concluded, participants in this group were offered access to the Positive Self online self-compassion course.
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What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Change in problematic gaming behavior score after 14-day self-compassion intervention
Time Frame: Baseline, post-intervention (Day 14), and one-month follow-up
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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.
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Baseline, post-intervention (Day 14), and one-month follow-up
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Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
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.
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Baseline, post-intervention (Day 14), and one-month follow-up
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Change in basic psychological needs score after 14-day self-compassion intervention
Time Frame: Baseline, post-intervention (Day 14), and one-month follow-up
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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.
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Baseline, post-intervention (Day 14), and one-month follow-up
|
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Change in social anxiety score after 14-day self-compassion intervention
Time Frame: Baseline, post-intervention (Day 14), and one-month follow-up
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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.
|
Baseline, post-intervention (Day 14), and one-month follow-up
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Collaborators and Investigators
Sponsor
Study record dates
Study Major Dates
Study Start (Actual)
Primary Completion (Actual)
Study Completion (Actual)
Study Registration Dates
First Submitted
First Submitted That Met QC Criteria
First Posted (Estimated)
Study Record Updates
Last Update Posted (Actual)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Other Study ID Numbers
- BNU-poslab-IGD-2025
- 202304140074 (Other Identifier: Institutional Review Board of the Faculty of Psychology, Beijing Normal University)
- 202304140075 (Other Identifier: Institutional Review Board of the Faculty of Psychology, Beijing Normal University)
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
IPD Plan Description
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
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