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Problematic GamingNCT07270315

Self-Compassion and Problematic Gaming: A Randomized Trial

A study testing Positive Self - 14-Day Online Self-Compassion Course in people with Problematic Gaming and Self-Compassion, run by Beijing Normal University at 1 site in China.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

This study investigates the impact of self-compassion on reducing problematic gaming behaviors among young adults. Problematic gaming has been linked to anxiety, depression, and social dysfunction, and this study aims to assess how self-compassion can address these issues. Read more about this study

Who is it for?
Ages 18 years and olderHealthy volunteers can take part
Conditions the study is for
Problematic Gaming, Self-Compassion
What is being tested?
Positive Self - 14-Day Online Self-Compassion Course
Could I receive a placebo?
No, everyone receives an active treatment
How many people
308 participants
Where
1 siteChina
Study dates
15 Oct 2023to 21 Apr 2024
Phase
Interventional
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 18 years and older
  • All sexes
  • Healthy volunteers accepted
  • Adult, Older adult

Who may be able to join

  • Individuals aged 18 years or older.
  • Any gender.
  • Recruited through online platforms.
  • No restriction on educational background.
  • Participants who regularly engage in online gaming and are willing to reduce or modify their gaming behaviors.

Who cannot join

  • Individuals under 18 years old or those lacking full civil capacity.
  • Individuals with diagnosed psychiatric or psychological disorders.
  • Individuals without problematic gaming behaviors or without a clear intention to change their gaming habits.

Trial locations and contacts

1 site in 1 country.

China1 site
  • Beijing Normal University

    Beijing

Other trials in China

About this study

Official title: Effects of Self-Compassion on Reducing Problematic Gaming and Its Underlying Mechanisms: A Randomized Controlled Trial

This study investigates the impact of self-compassion on reducing problematic gaming behaviors among young adults. Problematic gaming has been linked to anxiety, depression, and social dysfunction, and this study aims to assess how self-compassion can address these issues. The study explores the role of basic psychological needs and social anxiety as mediators in this process.

A randomized controlled trial was conducted with 308 online game players (M = 22.40, SD = 3.52), who were randomly assigned to either an intervention group (n = 194) or a waitlist group (n = 114). The intervention consisted of an online self-compassion program. Participants completed pretest, posttest, and follow-up questionnaires to assess the changes in self-compassion and problematic gaming behaviors. The results indicated that the intervention significantly increased self-compassion and reduced problematic gaming through the same mediating pathways of basic psychological needs and social anxiety.

These findings suggest that self-compassion training may be an effective intervention for reducing problematic gaming behaviors among young adults, with implications for mental health interventions in gaming communities.

Being tested
Positive Self - 14-Day Online Self-Compassion Course

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Positive Self - 14-Day Online Self-Compassion CourseBehavioural

    The Positive Self intervention is a 14-day online course designed to enhance self-compassion. The course includes 14 didactic videos (approximately 10 minutes each) on self-compassion concepts and applications, along with 14 guided audio meditations (approximately 6 minutes each). The meditation practice involves breathing meditation for the first 3 days, followed by 11 days of loving-kindness meditation. This intervention has been shown to effectively promote self-compassion in previous research.

Study groups in NCT07270315
Study groupRoleWhat they receive
Self-Compassion Intervention GroupExperimentalParticipants in this group received a 14-day online course titled Positive Self, designed to enhance self-compassion. The course included 14 didactic videos (approximately 10 minutes each) on self-compassion concepts and applications, as well as 14 guided audio meditations (approximately 6 minutes each). The meditation practice involved in this intervention began with 3 days of breathing meditation, followed by 11 days of loving-kindness meditation. This intervention has been shown to effectively promote self-compassion in prior research.
Receives: Behavioral: Positive Self - 14-Day Online Self-Compassion Course
Waitlist Control GroupNo interventionParticipants in this group received no intervention during the 14-day study period and were instructed to refrain from engaging in other meditation or mindfulness practices. They completed the same pretest, posttest, and one-month follow-up assessments as the intervention group. After the study concluded, participants in this group were offered access to the Positive Self online self-compassion course.

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Change in problematic gaming behavior score after 14-day self-compassion intervention

    Participants' problematic gaming behavior was measured with an eight-item questionnaire adapted from Yang and Zhou (2004), a scale with established reliability and validity in Chinese samples. To match the intervention context, the term "video games" in the original items was replaced with "Genshin Impact" while maintaining the original semantic meaning. Items were rated on a 5-point Likert scale (1 = strongly disagree, 5 = strongly agree; α = .82). Higher scores reflected more severe problematic gaming behavior.

    Measured: Baseline, post-intervention (Day 14), and one-month follow-up

Secondary outcomes (3)
  1. Change in self-compassion score after 14-day self-compassion intervention

    Participants' self-compassion was measured using the 12-item Short Form of the Self-Compassion Scale (Raes et al., 2011). The validated Chinese version (Chen et al., 2011) was used in this study. Items were rated on a 5-point Likert scale (1 = almost never, 5 = almost always; α = .84). Six items were reverse-scored. Higher total scores reflected greater levels of self-compassion.

    Measured: Baseline, post-intervention (Day 14), and one-month follow-up

  2. Change in basic psychological needs score after 14-day self-compassion intervention

    Participants' satisfaction of basic psychological needs was assessed using a 21-item questionnaire (Gagné, 2003; Liu et al., 2013). Items were rated on a 7-point Likert scale (1 = strongly disagree, 7 = strongly agree; α = .88). Nine items were reverse-scored. Higher scores reflected greater fulfillment of basic psychological needs.

    Measured: Baseline, post-intervention (Day 14), and one-month follow-up

  3. Change in social anxiety score after 14-day self-compassion intervention

    Participants' social anxiety was assessed using the 17-item Social Phobia Inventory. Items were rated on a 5-point scale (0 = not at all, 4 = extremely; α = .82). Higher scores reflected greater severity of social anxiety symptoms.

    Measured: Baseline, post-intervention (Day 14), and one-month follow-up

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted8 Dec 2025
  2. Study start15 Oct 2023
  3. Primary completion9 Feb 2024
  4. Study completion21 Apr 2024

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Prevention
Allocation
Randomised
Intervention model
Parallel groups
Masking
None (open label)
Enrolment
308 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07270315
Sponsor's protocol ID
BNU-poslab-IGD-2025
Other IDs
202304140074, 202304140075
Status last verified
Dec 2025
First submitted
26 Nov 2025
Last updated
16 Dec 2025
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
Undecided: The decision regarding sharing individual participant data (IPD) has not yet been finalized. Data may be shared in de-identified form after publication, depending on ethical approval and institutional policies at that time.

Questions about this trial

What is this clinical trial studying?

A study testing Positive Self - 14-Day Online Self-Compassion Course in people with Problematic Gaming and Self-Compassion, run by Beijing Normal University at 1 site in China.

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 5 inclusion and 3 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 16 Dec 2025. 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 China. 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?

Change in problematic gaming behavior score after 14-day self-compassion intervention (time frame: Baseline, post-intervention (Day 14), and one-month follow-up). It is what the study was designed to measure, not a finding.

Where can I read the original study information?
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 16 Dec 2025.

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