The general increase in screen time as a time-consuming leisure activity among children and youth has been a puzzle to the adult world. Specifically, parents and professionals who work with children and youth express concern for the effect excessive screen time including gaming may have for child and youth development. The clinical picture of problematic gaming and excessive screen time describes compulsion, psychiatric and physical symptoms, impaired cognitive development, and school performance. The aim of this project is to set up and evaluate an easily accessible family centered treatment intervention for a child and adolescent psychiatry population. This study can lead to reduced suffering by optimization the care interventions for patients with problematic gaming and gambling.
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SCREENS-Q
Timeframe: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.
GASA
Timeframe: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.
PARCA
Timeframe: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.
FCU
Timeframe: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.
Kessler Scale-6
Timeframe: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.
ISI-A
Timeframe: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.
GTP-5
Timeframe: Data will be collected at two time points; directly after the fourth and final treatment session and three months after completed treatment.