- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT07357792
Community-Based Intervention to Reduce Problematic Video Game Use in First-Year Secondary School Students: A Cluster Randomised Controlled Trial (AQJ)
Effectiveness of a Randomized Complex Intervention With Adolescents and Their Environment to Assess the Reduction of Problematic Video Game Use and Potential Video Game Addiction by Promoting Shared Active Leisure and Personal Development
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.
Study Overview
Status
Conditions
Detailed Description
Video games are a widespread form of leisure among adolescents and may provide entertainment, opportunities for social interaction, and experiences of competence when used in a balanced manner. However, problematic use can interfere with daily functioning and has been associated with psychological, behavioural, academic, physical, and social difficulties. Gaming disorder is recognised as a mental health condition in the International Classification of Diseases, while internet gaming disorder remains a condition requiring further research in the Diagnostic and Statistical Manual of Mental Disorders. In this study, gaming-related problems are considered regardless of whether video games are played online or offline.
Adolescence is a particularly relevant developmental period because patterns of leisure, emotional regulation, coping, and social behaviour are still being established. Problematic video game use is understood as a multifactorial phenomenon resulting from the interaction of game-related characteristics, individual vulnerabilities, and environmental influences. Relevant individual factors may include impulsivity, difficulties with emotional regulation, psychological distress, and the use of gaming as a way to escape or cope with negative experiences. Family relationships, peer interactions, school environments, perceived social support, cyberbullying, and access to meaningful leisure alternatives may also contribute to either increasing or reducing risk.
The intervention is therefore based on a developmental, systemic, and socioecological perspective. Rather than focusing exclusively on adolescents' individual behaviour, it addresses several levels of their immediate environment, including the family, school, healthcare, and community contexts. The theoretical model integrates principles from mindfulness-based stress reduction, mindfulness-based cognitive therapy, cognitive-behavioural approaches, family involvement, ecological systems theory, and participatory community development. Mindfulness is expected to strengthen attentional, emotional, and behavioural self-regulation, while cognitive-behavioural strategies may help participants identify and modify maladaptive thoughts, avoidance patterns, and coping responses associated with problematic gaming.
The study is a two-arm cluster randomised controlled trial conducted in publicly funded secondary schools in the province of Pontevedra, Galicia, Spain. Randomisation is performed at the school level to reduce contamination between students receiving different study conditions. Participating schools are assigned either to an intervention group, which receives the multicomponent programme, or to a control group, which continues with usual educational practice during the study period. Because of the nature of the intervention, adolescents, educational staff, families, and community agents cannot be blinded to group allocation. Outcome analysis will, however, be conducted under blinded conditions.
The target population consists of students enrolled in the first year of compulsory secondary education. Adults from the adolescents' immediate environment may also participate, including parents or legal guardians, caregivers, teachers, healthcare professionals, and community representatives involved in the school-based coordinating groups.
The required adolescent sample size is 364 participants. The calculation assumes a two-sided significance level of 0.05, statistical power of 80%, and a small-to-moderate expected effect size of Cohen's d = 0.35. The initial estimate was adjusted to account for clustering at the school level and an anticipated attrition rate of 15%.
The intervention comprises three coordinated components: a participatory community component, a classroom-based mindfulness programme for adolescents, and an online mindfulness programme for adults. Although the components form a single multicomponent intervention, standardised procedures will be developed for each component to support implementation fidelity, reproducibility, and evaluation.
The community component is based on participatory action research and aims to involve adolescents actively in identifying local needs, recognising community assets, and co-designing healthy leisure alternatives. Core procedures, including the number and duration of sessions, participatory techniques, facilitation procedures, and documentation requirements, will be standardised across participating schools. At the same time, the specific community resources, needs, and leisure proposals identified by students will be adapted to the context of each school and local area.
This component consists of three face-to-face group sessions of approximately 50 minutes each, delivered in the classroom by trained professionals from the research team, including medical and nursing residents and researchers.
During the first session, students are introduced to the project and to two participatory methods: community mapping and photovoice. These techniques are used to help participants explore their everyday leisure environments, identify meaningful locations and activities, and reflect on the value of available community resources. Between sessions, students produce three to five photographs accompanied by brief explanatory narratives and contribute to a collective classroom map.
The second session focuses on collective analysis of the photographs and community map. Students work in small groups to identify existing leisure resources, perceived needs, barriers, and opportunities for improving adolescent leisure. The group contributions are then integrated into a collective inventory of community assets and needs.
During the third session, the proposals generated by the students are organised into thematic categories and prioritised through an individual voting process. The two proposals considered most relevant are developed further in a group assembly, during which students define their format, content, feasibility, and possible alternatives. The process concludes with the co-design of two community-based healthy leisure events. The research and facilitation team is responsible for supporting the logistical organisation and feasibility of the selected activities.
The community component is intended to move beyond consultation by giving adolescents an active role in decision-making and action. It seeks to increase their awareness of available community resources, strengthen their sense of participation, and promote appealing leisure alternatives that do not depend on screens or video games.
The adolescent component is a structured mindfulness programme adapted to the educational context and based on established mindfulness-based stress reduction and mindfulness-based cognitive therapy principles. Its main purpose is to promote socio-emotional development and strengthen attentional and emotional self-regulation.
The programme consists of eight face-to-face group sessions of approximately 50 minutes, delivered in the classroom during school hours. Content follows a progressive sequence addressing awareness of the body and breathing, physical sensations, emotions, thoughts, and open awareness. The gradual structure is intended to help students acquire practical mindfulness skills that can be applied to everyday situations.
In addition to the formal sessions, brief mindfulness practices may be incorporated into other moments and settings within school life. This cross-cutting approach is intended to facilitate the transfer of skills beyond the intervention sessions and encourage their use in situations involving stress, emotional discomfort, impulsive reactions, or difficulties with attention.
The adult component is intended for parents, legal guardians, caregivers, teachers, healthcare professionals, and other adults involved in the adolescents' immediate environment. It is delivered as an individual, self-guided online programme that can be accessed through digital devices.
The programme comprises six sessions of approximately 45 minutes each and is designed to be completed over an estimated period of eight weeks. Participants may progress at their own pace within this timeframe. The content combines mindfulness practices with cognitive-behavioural strategies.
This component aims to improve adults' mindfulness and psychological well-being and to provide them with practical tools for supporting adolescents. By strengthening adults' emotional regulation, mindful responding, communication, and capacity to provide consistent support, the programme is expected to contribute to a family and community environment that reinforces healthy boundaries, emotional co-regulation, and balanced leisure habits.
A coordinating group will be established in each participating school. It will include an assigned researcher, a student representative, a family representative, a member of the teaching staff, a community agent, and the paediatrician corresponding to the school's healthcare area.
These groups will facilitate communication between the research team, schools, families, healthcare professionals, and community stakeholders. They will also support intervention adherence, participant engagement, and retention throughout the study.
Implementation fidelity will be assessed using attendance records, structured session documentation, and facilitator checklists. These materials will record the activities completed, adaptations introduced, participant attendance, and contextual factors that may influence implementation. Adherence, withdrawals, and adverse events will also be documented.
Adolescents are assessed before the intervention, immediately after the intervention, and at a six-month follow-up. Adults complete assessments before and after the intervention. The assessment strategy is intended to determine whether changes are maintained over time and to examine both the overall intervention effect and the possible mechanisms through which change occurs.
The principal hypothesis is that adolescents attending intervention schools will show a greater reduction in problematic video game use and gaming disorder than adolescents attending control schools. Improvements are also expected in mindfulness, psychological well-being, perceived social support, and emotional and behavioural self-regulation, together with reductions in impulsivity and involvement in cyberbullying. Adults participating in the intervention are expected to show increased mindfulness.
The study will additionally explore whether changes in adolescent mindfulness, psychological well-being, perceived social support, and impulsivity help explain the effect of the intervention on problematic gaming. Cyberbullying will be examined as a contextual factor because gaming may serve as an avoidant or compensatory coping strategy among adolescents experiencing peer victimisation or interpersonal distress.
Potential moderators of intervention effectiveness will include active family or caregiver participation, mindfulness among adults in the adolescent's environment, involvement in cyberbullying, and the initial severity of problematic video game use. Greater family involvement and higher adult mindfulness are expected to facilitate intervention effects, whereas greater baseline severity and higher involvement in cyberbullying may be associated with a weaker response or a need for more intensive support.
Questionnaire data will be collected through REDCap using coded participant identifiers. Identifying information and research data will be stored in separate databases operating on different systems. The correspondence between participant identity and study code will be managed separately, thereby reducing the possibility of direct identification and strengthening confidentiality and data protection.
The main effectiveness analyses will follow the intention-to-treat principle. Because randomisation occurs at the school level, multilevel mixed-effects models will be used to account for the clustered structure of the data and repeated assessments over time. The primary intervention effect will be estimated using group-by-time interaction terms.
Missing data will be addressed using multiple imputation methods appropriate for multilevel data, under a missing-at-random assumption. Data quality procedures will include the examination of outliers, irregular response patterns, floor and ceiling effects, acquiescence, and apparently random responses. Sociodemographic variables will be considered as covariates where appropriate.
Exploratory mediation analyses will use longitudinal multilevel structural equation modelling to examine whether post-intervention changes in psychological variables are associated with later changes in problematic gaming. Moderation analyses will include interaction terms between study group and the proposed individual or contextual moderators. Multiple comparisons will be adjusted using the Holm-Bonferroni procedure, and exploratory findings will be interpreted cautiously because of the statistical limitations associated with the clustered design.
In the absence of closely comparable previous interventions, a preliminary indicator of success has been defined as a 30% reduction in the prevalence of problematic video game use in the intervention group compared with the control group.
By integrating adolescent mindfulness training, adult involvement, school participation, and community action, the study seeks to evaluate a comprehensive approach that addresses both individual self-regulation and the wider environments in which adolescent gaming behaviour develops.
Study Type
Enrollment (Actual)
Phase
- Not Applicable
Contacts and Locations
Study Locations
-
-
Pontevedra
-
Vigo, Pontevedra, Spain, 36201
- Centro de Saúde de Rosalía de Castro
-
-
Participation Criteria
Eligibility Criteria
Ages Eligible for Study
- Child
Accepts Healthy Volunteers
Description
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
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Treatment
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: None (Open Label)
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
|
Experimental: Intervention Group
Participants in this arm include first-year secondary school students attending educational centres assigned to the intervention group, together with participating adults from the adolescents' immediate environment. Adolescents receive a coordinated multicomponent intervention comprising: (1) a participatory community-based programme in which they identify local leisure resources and co-design healthy, screen-free activities; and (2) a structured classroom-based mindfulness programme aimed at strengthening attention, emotional awareness, and self-regulation. Participating adults (including family members, caregivers, teachers, healthcare professionals, and community representatives) complete an individual, self-guided online programme combining mindfulness practices with cognitive-behavioural strategies. All intervention components are delivered in addition to usual educational activities. |
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.
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.
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.
|
|
No Intervention: Control Group
Participants in this arm include first-year secondary school students attending educational centres assigned to the control group.
They do not receive any of the multicomponent intervention activities and continue with usual educational practice throughout the study period.
Control-group participants complete the study assessments at the predefined time points to allow comparison with participants from intervention schools.
|
What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Problematic Video Game Use and Game Addiction
Time Frame: 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. |
One year and a half, and at follow-up (6 months after study completion)
|
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Mindfulness in Adolescents
Time Frame: One year and a half, and at follow-up (6 months after study completion)
|
Change in mindfulness levels among adolescents will be assessed using the validated Spanish version of the Child and Adolescent Mindfulness Measure (CAMM).
This 10-item self-report instrument uses a five-point Likert response scale and assesses present-moment awareness and responses to internal experiences.
Total scores range from 0 to 40, with higher scores indicating greater mindfulness.
The Spanish version has shown acceptable internal consistency (Cronbach's α = 0.68); ordinal alpha values range from 0.70 to 0.80.
|
One year and a half, and at follow-up (6 months after study completion)
|
|
Psychological Well-Being in Adolescents
Time Frame: One year and a half, and at follow-up (6 months after study completion)
|
Change in psychological well-being among adolescents will be assessed using the shortened Spanish adolescent version of Ryff's Scales of Psychological Well-Being (SPWB).
This 6-item self-report instrument evaluates overall psychological well-being across cognitive, emotional, and behavioural dimensions.
Total scores range from 6 to 36, with higher scores indicating greater psychological well-being.
The Spanish adolescent version has shown adequate internal consistency, with Cronbach's α = 0.78.
|
One year and a half, and at follow-up (6 months after study completion)
|
|
Impulsivity in Adolescents
Time Frame: One year and a half, and at follow-up (6 months after study completion)
|
Change in impulsivity traits among adolescents will be assessed using the validated Spanish short version of the Scale of Impulsivity for Children and Adolescents (BUPPS-P-NA).
This 20-item self-report instrument measures five dimensions: negative urgency, lack of perseverance, lack of premeditation, sensation seeking, and positive urgency.
Each subscale contains four items rated from 1 to 4, giving a score range of 4 to 16.
Higher scores indicate greater levels of the corresponding impulsivity trait.
Items from the lack of perseverance and lack of premeditation subscales are reverse-scored before calculating their totals.
The instrument has shown adequate internal consistency, with Cronbach's α values ranging from 0.61 to 0.77.
|
One year and a half, and at follow-up (6 months after study completion)
|
|
Cyberbullying Involvement
Time Frame: One year and a half, and at follow-up (6 months after study completion)
|
Prevalence and change in cyberbullying involvement among adolescents will be assessed using the validated Spanish version of the European Cyberbullying Intervention Project Questionnaire (ECIP-Q).
This 22-item self-report instrument includes two 11-item dimensions: cybervictimisation and cyberaggression.
Items are rated on a five-point Likert scale from 0 to 4. Scores for each dimension range from 0 to 44, with higher scores indicating greater involvement as a victim or aggressor, respectively.
The instrument has shown high reliability, with McDonald's ω = 0.99 and Cronbach's α = 0.96.
|
One year and a half, and at follow-up (6 months after study completion)
|
|
Perceived Social Support
Time Frame: One year and a half, and at follow-up (6 months after study completion)
|
Change in perceived social support among adolescents will be assessed using the validated Spanish adolescent version of the Multidimensional Scale of Perceived Social Support (MSPSS).
This 12-item self-report instrument measures perceived support from three sources: family, friends, and significant others.
Items are rated on a 7-point Likert scale from 1 (very strongly disagree) to 7 (very strongly agree).
Total scores range from 12 to 84, with higher scores indicating greater perceived social support.
The Spanish adolescent version has shown excellent internal consistency, with Cronbach's α = 0.88.
|
One year and a half, and at follow-up (6 months after study completion)
|
|
Self-Reported Video Game Use Time
Time Frame: One year and a half, and at follow-up (6 months after study completion)
|
Number of hours spent playing video games will be self-reported by adolescents using an ad hoc questionnaire.
Participants will report their typical gaming time separately for weekdays and weekends, allowing changes in video game use across these two periods to be assessed.
|
One year and a half, and at follow-up (6 months after study completion)
|
|
Mindfulness in Adults
Time Frame: One year and a half
|
Change in mindfulness levels among adults in the adolescents' immediate environment will be assessed using the validated Spanish version of the 15-item Five Facets of Mindfulness Questionnaire (FFMQ-15).
This self-report instrument assesses five dimensions: observing, describing, acting with awareness, non-judging of inner experience, and non-reactivity to inner experience.
Items are rated from 1 ("never or very rarely true") to 5 ("very often or always true").
Total scores range from 15 to 75, with higher scores indicating greater mindfulness.
The instrument has shown acceptable internal consistency, with Cronbach's α values ranging from 0.69 to 0.78.
|
One year and a half
|
|
Family-Reported Video Game Use
Time Frame: At the start of the intervention, with a maximum duration of 6 months.
|
Number of hours adolescents spend playing video games, as reported by their family members or caregivers using an ad hoc questionnaire.
Respondents will report the adolescent's typical gaming time separately for weekdays and weekends, allowing changes in gaming duration across these two periods to be assessed.
|
At the start of the intervention, with a maximum duration of 6 months.
|
Other Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Adherence to the Community Component
Time Frame: Throughout the intervention period (an average of 1 year).
|
Level of adherence to the community-based intervention component, assessed through systematic attendance records of participation in community sessions and activities.
|
Throughout the intervention period (an average of 1 year).
|
|
Adherence to the Group-Based Mindfulness Program (Adolescents)
Time Frame: Throughout the intervention period (an average of 1 year).
|
Level of adherence to the classroom-based mindfulness and emotional development program, measured by attendance records across scheduled sessions.
|
Throughout the intervention period (an average of 1 year).
|
|
Adherence to the Individual Online Program (Adults)
Time Frame: Throughout the intervention period (an average of 8 months).
|
Level of adherence to the individual online mindfulness and emotional regulation program for adults, assessed through automated platform access and activity logs.
|
Throughout the intervention period (an average of 8 months).
|
Collaborators and Investigators
Sponsor
Collaborators
Investigators
- Principal Investigator: Ana M. Clavería Fontán, Primary Care Health Technician, Servicio Gallego de Salud
Publications and helpful links
General Publications
- Mettler, J., Mills, D.J., Heath, N.L. (2020). Problematic Gaming and Subjective Well-Being: How Does Mindfulness Play a Role? International Journal of Mental Health and Addiction, 18(3), 720-736.
- Kim J, Lee S, Lee D, Shim S, Balva D, Choi KH, Chey J, Shin SH, Ahn WY. Psychological treatments for excessive gaming: a systematic review and meta-analysis. Sci Rep. 2022 Nov 28;12(1):20485. doi: 10.1038/s41598-022-24523-9.
- Ji Y, Yin MXC, Zhang AY, Wong DFK. Risk and protective factors of Internet gaming disorder among Chinese people: A meta-analysis. Aust N Z J Psychiatry. 2022 Apr;56(4):332-346. doi: 10.1177/00048674211025703. Epub 2021 Jul 10.
- Király, O., Griffiths, M.D., & Demetrovics, Z. (2015). Internet Gaming Disorder and the DSM-5: Conceptualization, Debates, and Controversies. Current Addiction Reports, 2(3), 254-262.
- King DL, Delfabbro PH, Billieux J, Potenza MN. Problematic online gaming and the COVID-19 pandemic. J Behav Addict. 2020 Apr 29;9(2):184-186. doi: 10.1556/2006.2020.00016. Print 2020 Jun.
- Andrade-Pérez, B.A., Guadix-García, I.G., Rial-Boubeta, A.R., & Suárez-Lorenzo, F.S. (2021). El impacto de la tecnología en la adolescencia: relaciones, riesgos y oportunidades. UNICEF.
- Gao YX, Wang JY, Dong GH. The prevalence and possible risk factors of internet gaming disorder among adolescents and young adults: Systematic reviews and meta-analyses. J Psychiatr Res. 2022 Oct;154:35-43. doi: 10.1016/j.jpsychires.2022.06.049. Epub 2022 Jul 19.
- Derevensky JL, Hayman V, Lynette Gilbeau. Behavioral Addictions: Excessive Gambling, Gaming, Internet, and Smartphone Use Among Children and Adolescents. Pediatr Clin North Am. 2019 Dec;66(6):1163-1182. doi: 10.1016/j.pcl.2019.08.008.
- Rial Boubeta, A. R. (2022). Adolescencia, tecnología, salud y convivencia: un estudio integral y proactivo desde los propios adolescentes. Fundación Barrié.
Study record dates
Study Major Dates
Study Start (Actual)
Primary Completion (Actual)
Study Completion (Estimated)
Study Registration Dates
First Submitted
First Submitted That Met QC Criteria
First Posted (Actual)
Study Record Updates
Last Update Posted (Actual)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Keywords
Additional Relevant MeSH Terms
Other Study ID Numbers
- AQUÉJUGAMOS 2025/317
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
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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