Effect of cognitive behavior therapy combined with parent psychoeducation on improving psychosocial wellbeing among adolescents with internet gaming disorder

ISRCTN ISRCTN84874305
DOI https://doi.org/10.1186/ISRCTN84874305
Sponsor Christ University
Funder Investigator initiated and funded
Submission date
14/01/2026
Registration date
20/01/2026
Last edited
19/01/2026
Recruitment status
No longer recruiting
Overall study status
Completed
Condition category
Mental and Behavioural Disorders
Prospectively registered
Protocol
Statistical analysis plan
Results
Individual participant data
Record updated in last year

Plain English summary of protocol

PhD Research Synopsis Details
Background and Study Aims
Adolescence is a critical developmental phase marked by rapid psychological and social changes. With increasing access to digital technology, excessive online gaming has emerged as a significant mental health concern among adolescents, often leading to Internet Gaming Disorder (IGD). IGD is associated with poor psychosocial outcomes including emotional distress, social withdrawal, academic difficulties, impaired family relationships, anxiety, and reduced psychological well-being.

Cognitive Behavioral Therapy (CBT) is an evidence-based intervention shown to be effective in managing behavioral addictions by addressing maladaptive cognitions and behaviors. However, adolescents’ gaming behavior is strongly influenced by family environment and parenting practices. Parent Psychoeducation (PPE) equips parents with knowledge and skills to monitor gaming behavior, improve communication, and provide emotional support.

The present study aims to examine the effectiveness of a combined CBT and Parent Psychoeducation intervention in improving psychosocial well-being and reducing IGD severity among adolescents.
Study Aims
1. To examine the effectiveness of Cognitive Behavioral Therapy (CBT) combined with Parent Psychoeducation (PPE) on psychosocial well-being among adolescents.
2. To assess the reduction in Internet Gaming Disorder severity following the intervention.
3. To compare pre- and post-intervention psychosocial well-being among adolescents.
Who Can Participate?
Adolescents aged 16–19 years identified with Internet Gaming Disorder using standardized screening tools.
Both male and female adolescents enrolled in educational institutions.
Parents or primary caregivers willing to participate in psychoeducation sessions.
Informed consent from parents and assent from adolescents will be obtained.
What Does the Study Involve?
The study involves screening adolescents for IGD, baseline assessment of psychosocial well-being, administration of CBT sessions for adolescents and Parent Psychoeducation sessions for caregivers, followed by post-intervention assessment using standardized tools.
Possible Benefits and Risks
Benefits include reduction in gaming-related problems, improved emotional regulation, enhanced social functioning, and better family relationships.
Risks are minimal and may include temporary emotional discomfort during therapy sessions. No physical risks are anticipated.
Where Is the Study Run From?
The study will be conducted at St. Aloysius Institutions, Mangalore, under the academic supervision of CHRIST (Deemed to be University), Bengaluru.
Study Duration
The study will commence after obtaining ethical clearance and institutional approval and is expected to run for approximately 12–18 months.
Funding
This is a self-funded doctoral research study.
Main Contacts
Principal Investigator:
Mr. Shimil P V
Research Scholar, Psychology
CHRIST (Deemed to be University), Bengaluru
Email: shimil.pv@res.christuniversity.in

Research Supervisor:
Dr. Palak Kanwar
Assistant Professor, Department of Psychology
CHRIST (Deemed to be University), Bengaluru
Email: palak.kanwar@christuniversity.in

Contact information

Mr Shimil Pv
Principal investigator, Public, Scientific

Christ University
Karnataka
Banglore
560029
India

ORCiD logoORCID ID 0000-0003-2914-2224
Phone +919048409985
Email shimil.pv@res.christuniversity.in

Study information

Primary study designInterventional
AllocationRandomized controlled trial
MaskingBlinded (masking used)
ControlPlacebo
AssignmentParallel
PurposeSupportive care, Treatment
Participant information sheet 48836 Participant Information Sheet.pdf
Scientific titleEffect of CBT-IA combined with parent psychoeducation on improving psychosocial wellbeing among adolescents with internet gaming disorder
Study objectives1. To assess the effectiveness of CBT-IA in reducing Internet Gaming Disorder (IGD) and Psychosocial Functioning Impairment (PFI) scores from pre-test to post-test among adolescents diagnosed with IGD over an eight-week intervention period.
2. To assess the effectiveness of Parent Psychoeducation in reducing IGD and PFI scores from pre-test to post-test among adolescents diagnosed with IGD over an eight-week intervention period.
3. To assess the effectiveness of CBT-IA combined with Parent Psychoeducation in reducing IGD and PFI scores from pre-test to post-test among adolescents diagnosed with IGD over an eight-week intervention period.
4. To assess whether all intervention groups (CBT-IA alone, Parent Psychoeducation alone, and CBT-IA + Parent Psychoeducation) demonstrate significantly greater reductions in IGD and PFI scores at post-test compared to the control group.
5. To assess the comparative effectiveness of CBT-IA combined with Parent Psychoeducation, Parent Psychoeducation alone, and CBT-IA alone in reducing IGD and PFI scores at post-test and 6-month follow-up.
Ethics approval(s)

Approved 17/06/2022, Centre for Research, Christ University (Karnataka, BANGLORE, 560029, India; +91-80-40129400; rcec@christuniversity.in), ref: CU: RCEC/00335/06/22

Health condition(s) or problem(s) studiedInternet gaming disorder-addiction
InterventionParticipants were randomly assigned to one of four study arms: CBT-IA only, PPE only, Combined CBT-IA + PPE, or Control group (no intervention). A stratified block randomisation procedure was used to ensure balanced allocation across arms (1:1:1:1). Participants were stratified by gender and the presence of moderate anxiety or depression (assessed using validated screening tools), and random assignment within each block was performed using sealed, opaque envelopes to maintain allocation concealment. Interventions were delivered over a 15-week period. In the PPE and CBT + PPE groups, the participating parent was typically the mother; if unavailable, the father or another primary caregiver participated. Parent characteristics were recorded collectively for data management consistency. Participants remained in their allocated group throughout the intervention, and outcomes were assessed at baseline, post-intervention, and follow-up.

Therapeutic Alliance
The initial stage focused on building a strong, trusting, and collaborative relationship between therapist and client. This involved demonstrating empathy, actively listening to the client’s gaming experiences, validating both the positives and negatives, and collaboratively setting achievable goals. Motivational interviewing techniques were used to address ambivalence, and boundaries for the therapeutic process were established. For adolescents, parents or caregivers were engaged to ensure alignment with treatment goals.

Behaviour Modification (CBT-IA Stage 1)
This stage addressed maladaptive gaming habits through self-monitoring, time tracking, and gradual reduction of gaming hours. Clients identified triggers and implemented healthier offline activities such as hobbies, sports, or social interactions. Structured boundaries between work, leisure, and gaming were established to encourage balanced lifestyle patterns.

Cognitive Restructuring (CBT-IA Stage 2)
Cognitive distortions sustaining gaming behaviour were identified and challenged. Techniques like Socratic questioning and cognitive reframing helped replace irrational beliefs (e.g., “Gaming is the only thing I’m good at”) with balanced alternatives. Motivational interviewing and reality testing addressed denial and built accountability for recovery.

Harm Reduction and Relapse Prevention (CBT-IA Stage 3)
This phase aimed to maintain recovery by identifying triggers, developing coping strategies, and encouraging responsible gaming practices rather than complete abstinence. Underlying issues such as anxiety or low self-esteem were addressed, and relapse prevention plans were developed using Habit Reversal Training. Social and emotional well-being was supported through offline connections, community engagement, and improved family communication.

Parent Psychoeducation (PPE)
Two PPE sessions (Week 1 and Week 7) were provided. The first focused on educating parents about IGD, its symptoms, causes, and effects while fostering empathy and reducing stigma. The second guided parents in supportive problem-solving, setting healthy boundaries, promoting alternative activities, and addressing underlying emotional issues. Parents were equipped to become active partners in their child’s recovery journey.
Intervention typeBehavioural
Primary outcome measure(s)
  1. Internet Gaming Disorder severity measured using Internet Gaming Disorder–20 Scale at Baseline, 3 months, and 6 months
Key secondary outcome measure(s)
  1. Psychosocial functioning / impairment measured using The Inventory of Psychosocial Functioning (IPF) at Baseline, 3 months, and 6 months
  2. Anxiety severity measured using Hamilton Anxiety Rating Scale at Baseline
  3. Depressive symptom severity measured using Beck Depression Inventory at Baseline
Completion date31/03/2024

Eligibility

Participant type(s)
Age groupMixed
Lower age limit16 Years
Upper age limit19 Years
SexAll
Target sample size at registration80
Total final enrolment73
Key inclusion criteria1. Adolescents aged between 16 and 18 years
2. Engaging in internet gaming for more than 20 hours per week within the past year
3. Reporting battle royale games (e.g., PUBG, Free Fire) as their primary online gaming activity
4. Scoring above 71 points on the IGD-20 scale (indicating high levels of Internet Gaming Disorder)
5. Adolescents with comorbid depression or anxiety symptoms were also included, acknowledging these as confounding variables
Key exclusion criteria1. Presence of psychotic symptoms
2. Current use of any psychiatric medication
3. History of illegal substance use or gambling behavior
Date of first enrolment01/07/2022
Date of final enrolment30/06/2023

Locations

Countries of recruitment

  • India

Study participating centres

Results and Publications

Individual participant data (IPD) Intention to shareNo
IPD sharing plan summaryData sharing statement to be made available at a later date
IPD sharing plan

Study outputs

Output type Details Date created Date added Peer reviewed? Patient-facing?
Participant information sheet 15/01/2026 No Yes
Protocol file 15/01/2026 No No
Statistical Analysis Plan 15/01/2026 No No

Additional files

48836 Participant Information Sheet.pdf
Participant information sheet
48836 Statistical Analysis Plan.pdf
Statistical Analysis Plan
48836 Research protocol.pdf
Protocol file

Editorial Notes

15/01/2026: Trial's existence confirmed by Christ University.