Community-Based Intervention to Reduce Problematic Video Game Use in First-Year Secondary School Students: A Cluster Randomised Controlled Trial
NCT07357792 · Status: ACTIVE_NOT_RECRUITING · Phase: NA · Type: INTERVENTIONAL · Enrollment: 492
Last updated 2026-07-17
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.
Conditions
- Video Game Addiction
- Gaming Disorder
Interventions
- BEHAVIORAL
-
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.
- BEHAVIORAL
-
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.
- BEHAVIORAL
-
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.
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
- 2025-11-15
- Primary Completion
- 2026-05-10
- Completion
- 2027-04-30
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: COMPLETED ·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