Effects of Temporary Abstinence and Expressive Writing on Gaming

NCT ID: NCT07068035

Last Updated: 2025-07-16

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

321 participants

Study Classification

INTERVENTIONAL

Study Start Date

2024-08-02

Study Completion Date

2024-11-11

Brief Summary

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The goal of this clinical trial is to investigate if an intervention combining temporary abstinence and expressive writing can mitigate gaming problems in young adult regular gamers. The main questions it aims to answer are:

\- Does intervention combining temporary abstinence and expressive writing reduces problematic gaming and gaming time?

Researchers will compare the treatment group to a control group (gaming as per usual and control writing) to examine if the intervention works to mitigate gaming problems.

Participants will:

* Temporarily abstain from video games for a period of 7 days and engage in 4 expressive writing exercises during this intervention period
* Answer three surveys: a baseline survey before the start of the intervention, a post survey after the 7-day intervention, and a follow-up survey 1 month after the post survey.

Detailed Description

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This clinical trial investigates the effectiveness of a self-administered intervention combining temporary abstinence and expressive writing in addressing problematic gaming behaviours among young adult gamers in Singapore. It aims to evaluate the effectiveness of the intervention in reducing problematic gaming behaviours and improving emotional and health-related outcomes (e.g., psychological distress, physical health status) among young adult gamers by comparing the outcomes among two groups: temporary abstinence with expressive writing group and control group

Participants have to attend an online briefing, complete a baseline survey, take part in a 7-day intervention, complete a post-intervention survey one day later and a 1-month follow-up survey.

1. Online briefing: Participants attended an online briefing session where a member of the research team briefed them on the procedures, emphasised the importance of adhering to the intervention protocol, and addressed any questions that they might have.
2. Baseline survey: Participants were asked to report on their sociodemographics and internet and gaming-related habits, as well as psychosocial characteristics. The baseline survey had to be completed on the same day as the online briefing.
3. Intervention: Participants were randomly assigned to 1 of 2 groups and to take part in the intervention that lasted for 7 consecutive days. In the treatment group, participants were instructed to abstain from gaming for a period of 7 days and to engage in expressive writing exercises for 15 minutes every other day for a total of 4 sessions on Day 1, Day 3, Day 5, and Day 7 of the intervention. Participants typed their writings online using the Qualtrics platform. In the control group, participants were instructed to continue with their usual gaming routine and engaged in control writing exercises for the same number of sessions and duration across the same days.
4. Post-intervention survey: Participants were asked to complete a subset of the baseline survey and a few questions about the intervention (e.g., manipulation checks, compliance).
5. 1-month follow-up survey: Participants were asked to complete a similar set of questionnaires as the baseline survey 1 month after the completion of the post-intervention survey.

Conditions

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Problematic Video Gaming

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Participants in the treatment group were instructed to abstain from gaming for a period of 7 days and to engage in expressive writing exercises for 15 minutes every other day for a total of 4 sessions.

Participants in the control group were instructed to continue their usual gaming routine for a period of 7 days and to engage in control writing exercises for 15 minutes every other day for a total of 4 sessions.
Primary Study Purpose

TREATMENT

Blinding Strategy

DOUBLE

Participants Investigators

Study Groups

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Treatment

The treatment group was instructed to abstain from gaming for a period of 7 days and to engage in expressive writing exercises for 15 minutes every other day for a total of 4 sessions

Group Type EXPERIMENTAL

Temporary abstinence and expressive writing

Intervention Type BEHAVIORAL

This brief, self-administered intervention combined both temporary gaming abstinence and gaming-focused expressive writing to mitigate gaming problems

Control

The control group was instructed to continue their usual gaming routine for a period of 7 days and to engage in control writing exercises for 15 minutes every other day for a total of 4 sessions.

Group Type OTHER

Gaming as per usual and control writing

Intervention Type BEHAVIORAL

Participants continued with their usual gaming routine and engaged in control writing exercises for 15 minutes every other day for a total of 4 sessions

Interventions

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Temporary abstinence and expressive writing

This brief, self-administered intervention combined both temporary gaming abstinence and gaming-focused expressive writing to mitigate gaming problems

Intervention Type BEHAVIORAL

Gaming as per usual and control writing

Participants continued with their usual gaming routine and engaged in control writing exercises for 15 minutes every other day for a total of 4 sessions

Intervention Type BEHAVIORAL

Other Intervention Names

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temporary abstinence expressive writing gaming as per usual control writing

Eligibility Criteria

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Inclusion Criteria

* Singapore citizens/Permanent Residents
* Between 18 and 35 years old
* Play video games regularly (on average at least 7 hours per week)
* Able to read and write English
* Non-professional gamers
* Experience some problems with gaming, use gaming for emotional comfort
* Willing to temporarily take a break from gaming for 7 days

Exclusion Criteria

* Non-Singapore citizens/Permanent Residents
* Below 18 or above 35 years old
* Do not play video games regularly (less than 7 hours per week)
* Unable to read or write English
* Professional gamers
* Experience no problems with gaming, does not use gaming for emotional comfort
* Unwilling to temporarily take a break from gaming for 7 days
Minimum Eligible Age

18 Years

Maximum Eligible Age

35 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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National University of Singapore

OTHER

Sponsor Role lead

Responsible Party

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Hong Yee Shiun

Associate Professor

Responsibility Role PRINCIPAL_INVESTIGATOR

Locations

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Department of Psychology, National University of Singapore

Singapore, , Singapore

Site Status

Countries

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Singapore

Provided Documents

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Document Type: Informed Consent Form

View Document

Other Identifiers

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NUS-IRB-2023-1037

Identifier Type: -

Identifier Source: org_study_id

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