Adolescent ProblemsNCT02415322
Cohort Study on Internet Game and Smart Phone Addiction
An observational study of Adolescent Problems and Addictive Behavior, run by National Clinical Research Coordination Center, Seoul, Korea at 1 site in South Korea.
Trial 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. Read more about this study
- Who is it for?
- Ages 10 to 14 yearsHealthy volunteers can take part
- Conditions the study is for
- Adolescent Problems, Addictive Behavior
- What is being tested?
- refer to mental health specialists
- How many people
- 2,319 participants
- Where
- 1 siteSouth Korea
- Study dates
- May 2015to Mar 2019
- Phase
- Observational
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 10 to 14 years
- All sexes
- Healthy volunteers accepted
- Child
Study population: Tatal 3,000 elementaty and sencondary school students
Who may be able to join
- 3rd, 4th, and 7th grade students of selected 15 elementary and secondary schools who provide consent both the students and their parents
Who cannot join
- does not provide consent
Trial locations and contacts
1 site in 1 country.
About this study
Official title: A Prospective Cohort Study to Identify Pathogenesis and Risk Factors on Internet Game and Smart Phone Addiction
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.
Read the 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
- Conditions
- Adolescent Problems, Addictive Behavior
- Being tested
- refer to mental health specialists
- Medical subject headings
- Behavior, Addictive
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
refer to mental health specialistsOther
children who have diagnosed internet and/or smartphone disorder by psychiatrists referred to mental health specialists
What is being measured
The primary outcome is the main question the study is designed to answer.
prevalence, incidence, relapse, and remission of internet gaming addiction, internet addiction, and smartphone addiction
Measured: 2-year followup point
Secondary outcomes (1)
depression, anxiety, attention deficit hyperactivity disorder, suicidality prevalence, incidence, relapse, and remission rate of internet gaming, internet, and smartphone addiction
Measured: 2-year follow-up point and 4-year followup point
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted14 Apr 2015 (estimated)
- Study startMay 2015
- Primary completionDec 2018
- Study completionMar 2019
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (4)Papers the sponsor has linked to this study.
- Other trials for Adolescent ProblemsStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Observational
- Observational model
- Cohort
- Time perspective
- Prospective
- Enrolment
- 2,319 participants (actual)
Sponsor and investigators
- Lead sponsor
- National Clinical Research Coordination Center, Seoul, Korea
- Sponsor type
- Other government
- Responsible party
- Principal investigator, Hyeon Woo Yim, National Clinical Research Coordination Center, Seoul, Korea
- Investigators
- Hyeon Woo Yim, MD, PhD, Principal investigator, The Catholic University of Korea
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT02415322
- Sponsor's protocol ID
- ICURE
- Status last verified
- Mar 2019
- First submitted
- 2 Apr 2015
- Last updated
- 13 Mar 2019
- Results posted
- No
- Data monitoring committee
- Yes
- Individual data sharing
- No
Publications
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.
PubMed 35363564Jeong 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.
PubMed 34888270Jeong 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.
PubMed 32069759Jeong 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.
PubMed 28982839
Study at a glance
From the registry record, last updated by the sponsor on 13 Mar 2019. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- A Prospective Cohort Study to Identify Pathogenesis and Risk Factors on Internet Game and Smart Phone Addiction
- ClinicalTrials.gov ID
- NCT02415322
- Acronym / sponsor ID
- ICURE
- Conditions
- Adolescent Problems, Addictive Behavior
- Study type
- Observational
- Recruitment status
- Completed
- Enrolment
- 2,319 participants (actual)
- Lead sponsor
- National Clinical Research Coordination Center, Seoul, KoreaOther government
- Study start
- May 2015 (actual)
- Primary completion
- Dec 2018 (actual)
- Study completion
- Mar 2019 (actual)
- First posted
- 14 Apr 2015 (estimated)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
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
Study design
- Observational model
- Cohort
- Time perspective
- Prospective
Who may qualify
- Ages
- 10 to 14 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child
- Study population
- Tatal 3,000 elementaty and sencondary school students
Key inclusion criteria (1 listed)
- 3rd, 4th, and 7th grade students of selected 15 elementary and secondary schools who provide consent both the students and their parents
Key exclusion criteria (1 listed)
- does not provide consent
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| refer to mental health specialistschildren who have diagnosed internet and/or smartphone disorder by psychiatrists referred to mental health specialists | Other | – |
Primary outcome
prevalence, incidence, relapse, and remission of internet gaming addiction, internet addiction, and smartphone addiction
Time frame: 2-year followup point
1 secondary outcome
depression, anxiety, attention deficit hyperactivity disorder, suicidality prevalence, incidence, relapse, and remission rate of internet gaming, internet, and smartphone addiction
Time frame: 2-year follow-up point and 4-year followup point
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 13 Mar 2019.
- Derived from this study: PubMed 35363564Jo 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.
- Derived from this study: PubMed 34888270Jeong 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.
- Derived from this study: PubMed 32069759Jeong 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.
- Derived from this study: PubMed 28982839Jeong 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.
- Individual participant dataSharing planned: No
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
Hyeon Woo Yim, MD, PhD principal investigator
The Catholic University of Korea
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
An observational study of Adolescent Problems and Addictive Behavior, run by National Clinical Research Coordination Center, Seoul, Korea at 1 site in South Korea.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 1 inclusion and 1 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: finished, as of the sponsor's last update on 13 Mar 2019. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in South Korea. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
prevalence, incidence, relapse, and remission of internet gaming addiction, internet addiction, and smartphone addiction (time frame: 2-year followup point). It is what the study was designed to measure, not a finding.
Where can I read the original study information?
On the ClinicalTrials.gov record for NCT02415322, which also lists 4 linked publications.
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 13 Mar 2019.