Collective Motivational Interviewing (CMI) for Adolescents With Internet Gaming Disorder

Trial statusRecruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexAll
Age10-16
SponsorHong Kong College of Technology

About this trial

The present study examines the efficacy of CMI in reducing adolescent IGD symptoms and enhancing social support given by CSOs among adolescents with high risk of IGD (probable IGD cases screened positive by validated tools). It is hypothesized that the intervention group (with CMI plus IGD education materials for both the clients and his/her selected CSO) would show more improvements in reduction in the severity of IGD, motivation to change maladaptive gaming behaviour, craving on gaming, and social support obtained from CSOs than to the control group (only educational materials for both the client and the CSOs).

Eligibility criteria

This trial does not accept healthy volunteers

Qualifiers

Aged between 10-16

Probable IGD condition screened by the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) reaching the cut-off value at 21, those at high risk of having IGD but no IGD cases with clinical diagnosis, although the symptoms measured by IGDS9-SF are equivalent to DSM-5 IGD criteria)

Hong Kong ID card holder

Chinese speaking

Disqualifiers

Participants who have psychiatric problems such as psychosis, significant cognitive impairment and/or receiving active and structured psychotherapy about IGD elsewhere will be excluded (Nielsen et al., 2021).

Participants who have psychosis, aggressive or suicidal behavior

Having life-threatening medical conditions

Trial design

Design model

Parallel

Treatments tested in this trial

  • Collective Motivational Interviewing plus Education Materials

    Behavioral

    The participants in the intervention group will receive IGD educational materials as well as four counseling sessions of CMI intervention.

  • Control group (Education Materials)

    Other intervention

    The participants in the control group will receive IGD educational materials.

Treatment groups

172 Participants
are divided into 2 treatment groups
Group A: Control group (Education Materials)Other 1 intervention
Group B: Intervention group (Collective Motivational Interviewing plus Education Materials)Experimental treatment 1 intervention

Trial outcomes

Primary outcomes

1

Severity of IGD

The nine-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) are used to detect the change in the severity of IGD. It is the first brief standardized psychometric tool of IGD based on the nine DSM-5 IGD criteria. This instrument has been translated into 15 languages and is widely used in research and clinical settings. In addition, a validated Chinese version with satisfactory psychometric properties is available (Qin et al., 2020). The items were rated by using a 5-point Likert scale (1 = Never to 5 = Very often).

Time frame
Change from Baseline (T0) Severity of IGD at posttest (T1: After intervention)
2

Severity of IGD

The nine-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) are used to detect the change in the severity of IGD. It is the first brief standardized psychometric tool of IGD based on the nine DSM-5 IGD criteria. This instrument has been translated into 15 languages and is widely used in research and clinical settings. In addition, a validated Chinese version with satisfactory psychometric properties is available (Qin et al., 2020). The items were rated by using a 5-point Likert scale (1 = Never to 5 = Very often).

Time frame
Change from Baseline (T0) Severity of IGD at 3-month follow-up (T2)
3

Severity of IGD

The nine-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) are used to detect the change in the severity of IGD. It is the first brief standardized psychometric tool of IGD based on the nine DSM-5 IGD criteria. This instrument has been translated into 15 languages and is widely used in research and clinical settings. In addition, a validated Chinese version with satisfactory psychometric properties is available (Qin et al., 2020). The items were rated by using a 5-point Likert scale (1 = Never to 5 = Very often).

Time frame
Change from Baseline (T0) Severity of IGD at 6-month follow-up (T3)

Secondary outcomes

1

Motivation to change maladaptive gaming behaviour

Contemplation Ladder for Internet Gaming (CL-LG), which is derived from the Contemplation Ladder measure the motivation to quit smoking (Biener \& Abrams, 1991), are employed. Contemplation Ladder for drug use problems is commonly used in clinical settings and research in Hong Kong (Siu et al., 2018). The instrument measures the motivation to abstain from maladaptive gaming behaviors based on a single brief option of 11 rungs and five types of statements. The instrument is rated on a scale from 0 to 10, with each point representing a specific statement showing a corresponding stage of change. The ladder has been used in smoking cessation studies, which displayed strong reliability and validity with strong intercorrelations (Pearson's r = .82 - .98) (Rustin \& Tate, 1993).

Time frame
Change from Baseline (T0) Motivation to change maladaptive gaming behaviour at posttest (T1: After intervention)
2

Motivation to change maladaptive gaming behaviour

Contemplation Ladder for Internet Gaming (CL-LG), which is derived from the Contemplation Ladder measure the motivation to quit smoking (Biener \& Abrams, 1991), are employed. Contemplation Ladder for drug use problems is commonly used in clinical settings and research in Hong Kong (Siu et al., 2018). The instrument measures the motivation to abstain from maladaptive gaming behaviors based on a single brief option of 11 rungs and five types of statements. The instrument is rated on a scale from 0 to 10, with each point representing a specific statement showing a corresponding stage of change. The ladder has been used in smoking cessation studies, which displayed strong reliability and validity with strong intercorrelations (Pearson's r = .82 - .98) (Rustin \& Tate, 1993).

Time frame
Change from Baseline (T0) Motivation to change maladaptive gaming behaviour at 3-month follow-up (T2)
3

Motivation to change maladaptive gaming behaviour

Contemplation Ladder for Internet Gaming (CL-LG), which is derived from the Contemplation Ladder measure the motivation to quit smoking (Biener \& Abrams, 1991), are employed. Contemplation Ladder for drug use problems is commonly used in clinical settings and research in Hong Kong (Siu et al., 2018). The instrument measures the motivation to abstain from maladaptive gaming behaviors based on a single brief option of 11 rungs and five types of statements. The instrument is rated on a scale from 0 to 10, with each point representing a specific statement showing a corresponding stage of change. The ladder has been used in smoking cessation studies, which displayed strong reliability and validity with strong intercorrelations (Pearson's r = .82 - .98) (Rustin \& Tate, 1993).

Time frame
Change from Baseline (T0) Motivation to change maladaptive gaming behaviour at 6-month follow-up (T3)
4

Craving for Internet Gaming

Craving for Internet Gaming Scale (CIGS) is used to measure respondents' intensity, frequency, duration of their craving, and capability to resist acting on their craving for a particular period of time. It comprises five-item, scoring from 0 to 6 for each item. Respondents with higher scores tend to have higher levels of gaming craving (Cronbach's alpha was .88-.91) (Savci \& Griffiths, 2019).

Time frame
Change from Baseline (T0) Craving for Internet Gaming at posttest (T1: After intervention)

Other outcomes

Sponsors and contacts

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Hong Kong College of Technology

Lead sponsor

The University of Hong Kong

Collaborator

Chinese University of Hong Kong

Collaborator

Nottingham Trent University

Collaborator

Fudan University

Collaborator