Efficacy of Indigenously Adapted Cognitive Behavioral Therapy for Reducing Gaming Addiction Among Adolescents

Study Overview
=================
Brief Summary
-----------------
Research evidence identified internet gaming as an emerging problem in youth across the globe and a lot of interventions are being used for managing gaming and associated psychological problems considering cultural aspects. Therefore, the present study aims at investigating the efficacy of Indigenously adapted cognitive behavior therapy for internet gaming addiction among Pakistani Youth. For this purpose, adolescents enrolled in 8th-12th grades in elementary and higher secondary schools in twin cities of Pakistan. Adolescents who scored high on Internet gaming disorder in screening will be included in the study and further detailed investigation will be completed by administering semi-structured Clinical Interviews, Coping inventory, self-control, and social connectedness. Participants will be divided into 2 groups i.e. experimental and control groups.

Official Title
-----------------
Efficacy of Indigenously Adapted Cognitive Behavioral Therapy for Reducing Gaming Addiction Among Adolescents

Conditions
-----------------
Internet Gaming Disorder

Intervention / Treatment
-----------------
* Behavioral: Indigenously Adapted Cognitive Behavioral Therapy


Participation Criteria
=================
Eligibility Criteria
-----------------
Inclusion Criteria: Adolescents ranging from 10 - 19 years (WHO, 2013) enrolled in an educational institute in the vicinity of the Federal capital area Playing Internet offline/online games. Excessive users who play more than 5-8 hours per day,40 hours per week will be included. Playing games for at least the past year. No history of major illness or any other psychological disorder. Exclusion Criteria: Diagnosed prior for any mental or psychological disorder. Receiving any psychotherapy or medication for any particular disorder

Ages Eligible for Study
-----------------
Minimum Age: 13 Years
Maximum Age: 19 Years

Sexes Eligible for Study
-----------------
All

Accepts Healthy Volunteers
-----------------
Accepts Healthy Volunteers

Study Plan
=================
How is the study designed?
-----------------

Design Details

Primary Purpose: Treatment
Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: Double


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Intervention group<br>Adolescents who scored high on IGD-SF-9. The group will be given IACBTGA | Behavioral: Indigenously Adapted Cognitive Behavioral Therapy<br>* IACBTGA will be comprised of 8 weekly sessions. Cognitive and behavioral strategies will be provided in sessions<br>|
| Active Comparator: Intervention group with Parental Psycho-education<br>Adolescents who scored high on IGD-SF-9, parents of adolescents will also be added in intervention and CBT based psycho-education will be provided to parents and adolescents will be provided IACBTGA. | Behavioral: Indigenously Adapted Cognitive Behavioral Therapy<br>* IACBTGA will be comprised of 8 weekly sessions. Cognitive and behavioral strategies will be provided in sessions<br>|
| No Intervention: Control<br>This group will not be given no intervention | |

What is the study measuring?
-----------------
Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Internet Gaming Disorder Scale - short form (IGDS-SF9) | Screening tool for internet gaming addiction based on DSM-5 criteria | 1 year | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Brief Self-Control Scale | The scale measures an individual's self-control | 1 year |