Clinical trial NCT02415322: Cohort Study on Internet Game and Smart Phone Addiction
Official title: A Prospective Cohort Study to Identify Pathogenesis and Risk Factors on Internet Game and Smart Phone Addiction
Study type: OBSERVATIONAL
Overall status: COMPLETED
Conditions: Adolescent Problems
Addictive Behavior
Lead sponsor: National Clinical Research Coordination Center, Seoul, Korea
Sponsor class: OTHER_GOV
First posted: 2015-04-14
Enrollment: 2319
Sex: ALL
Minimum age (years): 10
Maximum age (years): 14
Standard ages: CHILD
Accepts healthy volunteers: yes
Observational model: COHORT
Time perspective: PROSPECTIVE
Sampling method: NON_PROBABILITY_SAMPLE
Study population: Tatal 3,000 elementaty and sencondary school students

Brief summary: The aim of this cohort study is to observe the prevalence, incidence, relapse, and remission rates of online and/or smartphone game addiction among elementary and secondary school students in Korea. In addition the investigators are going to identify risk and protective factors, to determine whether online and/or smart phone game addiction is a primary or secondary problem, and to identify outcomes for individuals who become or stop being online and smart phone game addiction.

Detailed description: Participants:

Total 3,000 children will be enrolled the cohort and followed up for 4 years.

Procedures:

These students will be surveyed annually between 2015 and 2019. Surveys were conducted in classrooms by trained interviewer who had been trained by the research team assisted by the teachers.

Measurements

* usage and frequency of internet, internet game, and smartphone game etc.
* interpersional relationship; with family members, peer group, and teacher etc.
* personal characteristics; self esteem, social support, depression, anxiety, hyperactivity etc.
* Socio-demographic factors

Eligibility criteria: Inclusion Criteria:

* 3rd, 4th, and 7th grade students of selected 15 elementary and secondary schools who provide consent both the students and their parents

Exclusion Criteria:

* does not provide consent

Primary outcomes:
measure: prevalence, incidence, relapse, and remission of internet gaming addiction, internet addiction, and smartphone addiction
timeFrame: 2-year followup point
Secondary outcomes:
measure: depression, anxiety, attention deficit hyperactivity disorder, suicidality prevalence, incidence, relapse, and remission rate of internet gaming, internet, and smartphone addiction
timeFrame: 2-year follow-up point and 4-year followup point
Other outcomes:
Locations:
city: Seoul
country: Korea, Republic of
facility: The Catholic University of Korea
Study officials:
affiliation: The Catholic University of Korea
name: Hyeon Woo Yim, MD, PhD
role: PRINCIPAL_INVESTIGATOR
References:
citation: Jo SJ, Yim HW, Jeong H, Lee HK. Moderating Effects of Depressive Symptoms and Self-Control Trait on the Association Between Problematic Internet Gaming and Time Spent. Cyberpsychol Behav Soc Netw. 2022 Apr;25(4):237-244. doi: 10.1089/cyber.2021.0221. Epub 2022 Apr 1.
citation: Jeong H, Yim HW, Lee SY, Lee HK, Potenza MN, Shin Y. Preschool Exposure to Online Games and Internet Gaming Disorder in Adolescents: A Cohort Study. Front Pediatr. 2021 Nov 23;9:760348. doi: 10.3389/fped.2021.760348. eCollection 2021.
citation: Jeong H, Yim HW, Jo SJ, Lee SY, Lee HK, Gentile DA, Son HJ, Han HH, Kweon YS, Bhang SY, Choi JS. Gaming patterns and related symptoms in adolescents using cluster analysis: Baseline results from the Internet User Cohort for Unbiased Recognition of Gaming Disorder in Early Adolescence (iCURE) study. Environ Res. 2020 Mar;182:109105. doi: 10.1016/j.envres.2019.109105. Epub 2019 Dec 31.
citation: Jeong H, Yim HW, Jo SJ, Lee SY, Kim E, Son HJ, Han HH, Lee HK, Kweon YS, Bhang SY, Choi JS, Kim BN, Gentile DA, Potenza MN. Study protocol of the internet user Cohort for Unbiased Recognition of gaming disorder in Early adolescence (iCURE), Korea, 2015-2019. BMJ Open. 2017 Oct 5;7(10):e018350. doi: 10.1136/bmjopen-2017-018350.