Community-based Study With 1st-year Secondary Students (n=1104) and Their Environment. It Evaluates a Complex Intervention (Community Actions, Classroom-based Mindfulness for Adolescents, and Online Mindfulness for Adults) to Reduce Problematic Video Game Use and Improve Well-being.
NCT07357792 · Status: ACTIVE_NOT_RECRUITING · Phase: NA · Type: INTERVENTIONAL · Enrollment: 1668
Last updated 2026-01-22
Summary
The goal of this observational, community-based study is to evaluate the effectiveness of a complex intervention designed to reduce problematic video game use and the risk of video game addiction in adolescents, while promoting active, shared leisure activities and personal and emotional development.
The study involves students in the first year of secondary education (approximately 12-13 years old) from multiple schools in Pontevedra (Galicia, Spain), as well as adults from their close environment, including family members, teachers, health professionals, and community representatives. Schools are assigned either to an intervention group or to a control group with similar sociodemographic characteristics.
The study is based on a systems and community perspective, assuming that adolescents' video game use is influenced by individual factors (such as impulsivity and emotional regulation), as well as by family, school, and community contexts and the availability of appealing leisure alternatives. For this reason, the intervention consists of three coordinated components that are implemented over time in the intervention schools.
The main questions the study aims to answer are: (a) Can a complex intervention combining community participation and mindfulness-based training reduce problematic video game use and the risk of video game addiction in adolescents?; (b) Does classroom-based mindfulness training improve adolescents' mindfulness, emotional well-being, and self-regulation?; (c) Does mindfulness training for adults improve their own well-being and their ability to support adolescents in adopting healthier leisure habits?; and (d) Can a participatory, community-based approach increase adolescents' awareness and use of active, screen-free leisure alternatives?
Researchers will compare adolescents from intervention schools with adolescents from control schools, where no intervention is implemented and only data are collected. Outcomes will be measured at three time points: before the intervention, after the intervention, and at follow-up, in order to assess changes over time and the sustainability of effects.
Participants will:
* Complete questionnaires at different time points assessing video game use, possible video game addiction, mindfulness, psychological well-being, impulsivity, cyberbullying, social support, and online experiences.
* Take part in a community-based component in which adolescents actively participate in identifying, designing, and promoting leisure activities without screens in their local environment. This process includes the creation of a school-based community group composed of adolescents, teachers, health professionals, family representatives, and community members. Adolescents are involved in participatory activities to map community resources and co-design attractive leisure options, which are later implemented and shared with families and the wider community.
* Participate in a group-based mindfulness and emotional development program delivered in the classroom during school hours. This program consists of structured sessions based on established mindfulness protocols and is designed to help adolescents develop attention skills, emotional awareness, stress management, and self-regulation.
* Access an individual, online mindfulness and emotional regulation program (adults only), which combines mindfulness practices and cognitive-behavioral strategies. This self-guided program is completed over several weeks and aims to improve adults' well-being and provide tools to better support adolescents.
By integrating community action, school-based intervention, and adult involvement, this study seeks to evaluate a comprehensive and sustainable approach to preventing problematic video game use and promoting healthier lifestyles during adolescence
Conditions
- Video Game Addiction
- Gaming Disorder
Interventions
- BEHAVIORAL
-
Community-Based Participatory Leisure Intervention
This intervention consists of a community-based component designed to promote active, shared, and screen-free leisure among adolescents. It is implemented through the creation of a school-based community group composed of adolescents, teachers, health professionals, family representatives, and community members. Adolescents actively participate in identifying community leisure resources, co-designing leisure activities, and implementing and disseminating these activities within their local environment using participatory action research methodologies.
- BEHAVIORAL
-
Classroom-Based Mindfulness and Emotional Development Program (Adolescents)
This intervention is a structured, classroom-based mindfulness and emotional development program delivered to adolescents during school hours. The program is based on established mindfulness protocols and consists of multiple sessions aimed at improving attention, emotional awareness, stress management, and self-regulation. Sessions combine experiential mindfulness practices, reflective activities, and group discussions adapted to early adolescence.
- BEHAVIORAL
-
Online Mindfulness and Emotional Regulation Program (Adults)
This intervention is an individual, self-guided online program for adults from the adolescents' environment, including family members and selected educational, health, and community professionals. The program combines mindfulness practices and cognitive-behavioral strategies to improve emotional regulation, stress management, and well-being, and to strengthen adults' capacity to support adolescents in developing healthy leisure habits.
Sponsors & Collaborators
-
Universidad de Zaragoza
collaborator OTHER -
Fundacin Biomedica Galicia Sur
lead OTHER
Principal Investigators
-
Ana M. Clavería Fontán, Primary Care Health Technician · Servicio Gallego de Salud
Study Design
- Allocation
- RANDOMIZED
- Purpose
- TREATMENT
- Masking
- NONE
- Model
- PARALLEL
Eligibility
- Min Age
- 11 Years
- Max Age
- 15 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2025-09-26
- Primary Completion
- 2025-12-11
- Completion
- 2026-02-28
Countries
- Spain
Study Locations
More Related Trials
-
Evaluation of the Gambling Habits of Adolescents and Young Adults Post-COVID-19 and Implementation of a Digital Escape Room Intervention for Preventing Gambling in High School Students
NCT06904794 ·Status: RECRUITING ·Phase: NA
-
Retrieval-extinction Paradigm on Internet Gaming Disorder
NCT04180839 ·Status: UNKNOWN ·Phase: NA
-
A Cognitive Behavioral Therapy Intervention for Internet Gaming Disorder
NCT04257890 ·Status: UNKNOWN ·Phase: NA
-
The Effect of Transtheoretical Model Based Healthy Internet Use Programme on Problematic Internet Use, Social Skills and Self-Efficacy Level
NCT06788730 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Usability Evaluation of a Mindfulness-based Serious Game
NCT06522425 ·Status: COMPLETED ·Phase: NA
-
The Effect of Health Education Based Laughter Yoga Applied to Adolescents on Stress and Digital Gaming Habits
NCT07032090 ·Status: ACTIVE_NOT_RECRUITING ·Phase: NA
-
Social Health Games: The Use of Online Games to Decrease Loneliness in Older Adults
NCT04733898 ·Status: TERMINATED ·Phase: NA
-
Cocreation and Evaluation of an Escape Game on Students' Mental Health
NCT06720792 ·Status: RECRUITING ·Phase: NA
-
Design, Implementation and Evaluation of an Intervention Within Video Game for Mental Health Literacy in Adolescents and Young Adults
NCT06473857 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Digital Gaming Intervention for Older People in Long-term Care
NCT06018974 ·Status: COMPLETED ·Phase: NA
-
Effect of Computer-Based Game and HIIT Towards Symptoms, Executive Function and Neuroplasticity in Teens with IGD
NCT06582979 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Mechanisms and Interventions of Social Reward on Cognitive Control in Internet Gaming Disorder
NCT06957392 ·Status: RECRUITING ·Phase: NA
-
Motivational Interviewing and Addiction
NCT06721702 ·Status: COMPLETED ·Phase: NA
-
Collective Motivational Interviewing (CMI) for Adolescents With Internet Gaming Disorder
NCT05917977 ·Status: ACTIVE_NOT_RECRUITING ·Phase: NA
-
Mindfulness-Based Stress Reduction for Adolescents: Effects on Game Addiction, Stress, and Sleep
NCT07274553 ·Status: ACTIVE_NOT_RECRUITING ·Phase: NA
-
A Study of the Effectiveness of an Early Intervention on Adolescent Hazardous Gaming
NCT06811571 ·Status: RECRUITING ·Phase: NA
-
Effect of the Nintendo Ring Fit Adventure Exergame on Running Completion Time
NCT05227040 ·Status: COMPLETED ·Phase: NA
-
My Journey: A Brief Contextual Behavioural Intervention Based on Meaning and Connection
NCT05479344 ·Status: COMPLETED ·Phase: NA
-
A Stage-matched Intervention Based on Transtheoretical Model of Change in Changing the Videogaming Behavior
NCT05949905 ·Status: ENROLLING_BY_INVITATION ·Phase: NA
-
Video Game Play to Alleviate Adolescent Anxiety
NCT05923944 ·Status: RECRUITING ·Phase: NA
-
Intervention on Socio-emotional Development and Well-being Through ICTs in Early Adulthood
NCT06049407 ·Status: COMPLETED ·Phase: NA
-
Game Intervention for Resilience
NCT07235696 ·Status: RECRUITING ·Phase: NA
-
Evaluation of a Serious Game Aimed at Improving Mental Health in Youth.
NCT04608578 ·Status: COMPLETED ·Phase: NA
-
A Multimodal Intervention for Community-dwelling Individuals With Unwanted Loneliness
NCT06382181 ·Status: COMPLETED ·Phase: NA
-
A VR Intervention for Prosocial Behavior and Well-being Among Adolescents
NCT06504069 ·Status: NOT_YET_RECRUITING ·Phase: NA