The Psychiatric Record | Sunday, September 6, 2026

A new randomized trial supports a targeted approach to problematic gaming and internet use. The clinical lesson begins with identifying the problem, the population, and the outcome we want to change.

The following vignette is a fictional composite for educational discussion. No individual patient is depicted.

A parent brings a teenager to a psychiatric appointment with a familiar concern: too much time online. The school has offered a digital-wellness program. At home, the argument has narrowed to how many hours of gaming should be allowed.

The teenager describes something more specific. Gaming is where friends gather, but stopping has become difficult. Homework is being missed. Attempts to change the routine have not lasted.

The parent wants a number. The psychiatrist needs a formulation.

Time matters, but a time limit alone does not explain loss of control, establish a diagnosis, or identify which intervention is likely to help. A new school-based trial makes that distinction worth revisiting.

What was tested

In a September 4 JAMA Network Open Original Investigation, Lindenberg and colleagues reported the PROTECTconfirm trial involving 1,793 adolescents from 44 secondary schools in one German federal state.[1]

Students were individually allocated within classes to two programs. PROTECTtraining used cognitive behavioral methods. PROTECTinfo provided media literacy education. Both involved four weekly 90-minute sessions, delivered by trained local prevention professionals with live supervision and checks on adherence to the programs.[1]

This was a comparison of two structured interventions. It did not compare different daily gaming limits, phone bans, or parental monitoring policies.

The CBT program included work on coping, thinking patterns, motivation, and emotion regulation. The media literacy program covered subjects such as privacy, online communication, cyberbullying, and gaming's risks and benefits. The question was whether the CBT content added benefit over a program matched in format and dose.[1]

That question is more useful than asking whether adolescents need more information about the internet in general. It is also narrower.

The result depends on which students you mean

The primary outcome was self-reported symptom severity at 12 months on a modified Video Game Dependency Scale, also called the CSAS. It combined symptoms related to gaming and other internet use. Higher scores indicated greater severity.[1]

The study classified 205 participants as high risk on the basis of at least two DSM-5-based criteria assessed using the modified scale. That was a research risk threshold, not confirmation that every student in the subgroup had a diagnosed disorder.

Population

CBT program

Media literacy program

Interpretation

All 1,793 participants

8.8

9.4

No statistically significant difference at 12 months

High-risk subgroup, 205 participants

14.7

17.7

Lower symptom severity with the CBT program

Values are the reported estimated marginal mean modified CSAS scores at 12 months from the intention-to-treat analysis with multiple imputation. They are not diagnostic rates or percentages of students who recovered.[1]

In the high-risk subgroup, the between-group effect was small: Cohen d of -0.30, with a 95% confidence interval of -0.55 to -0.05. The whole-sample comparison did not reach statistical significance.[1]

This supports a bounded conclusion about the studied program and adolescents already showing risk signs. It does not establish that every student benefits more from CBT than media literacy. Nor does the overall nonsignificant comparison prove that the two approaches are equivalent.

There is another distinction worth preserving: lower symptom scores are not the same as demonstrated prevention of new clinically diagnosed disorders. The study did not use structured diagnostic interviews, and its authors note that 12 months provides limited information about longer-term prevention of disorder onset.[1]

A risk screen is not a diagnosis

For gaming disorder, WHO's ICD-11 description centers on impaired control, gaming taking priority over other activities, and continuing despite negative consequences. Diagnosis requires significant functional impairment, with the pattern normally evident for at least 12 months.[2]

That framework directs attention to what gaming is doing to a person's life. Hours alone do not establish those features.

The diagnostic systems also need to remain distinct. The American Psychiatric Association describes Internet Gaming Disorder in DSM-5-TR as a condition for further research. Its proposed criteria require five or more symptoms within a year and significant impairment or distress. APA also specifies that this proposed condition concerns gaming, rather than general internet, social media, or smartphone use.[3]

The trial's combined measure and two-criterion risk threshold therefore should not be copied into a clinical note as though they were a diagnostic rule. They were tools for defining the study's outcome and subgroup.

A clinician can investigate emerging problems and offer appropriate support without prematurely assigning a disorder. Conversely, a school prevention program should not be assumed to meet all the needs of a teenager with substantial impairment.

What should change in the appointment?

In the opening vignette, the practical next step is to turn “too much gaming” into an account of the behavior and its consequences. The following questions are editorial applications of the distinction above, not a validated screening instrument:

  • Control: What happens when the teenager intends to stop? Describe a recent attempt.

  • Priority: Which activities or responsibilities have been displaced?

  • Consequences: What problems does the teenager recognize, and what happens after those problems occur?

  • Function: What has changed at school, at home, in relationships, or in everyday routines?

  • Context: What does gaming provide, and what else is happening when the difficulties are greatest?

Ask the teenager and parent for concrete examples, including where their accounts differ. A disagreement about acceptable recreation and a persistent pattern of functional impairment should not be treated as interchangeable descriptions.

The resulting formulation can guide the next conversation: whether the concern calls for education, further assessment, targeted help, or a broader treatment plan. A household limit may be part of that plan, but this trial cannot supply the correct number of hours for this family.

Keep the delivery conditions attached to the result

The study's positive subgroup result came from a manualized program with trained facilitators, live supervision, and fidelity monitoring.[1] A referral to something called “digital wellness” does not establish that those elements are present.

When coordinating with a school or community program, ask what it delivers, who delivers it, how emerging problems are assessed, and how the clinical team will learn whether the agreed goals are being met. These are proposed coordination questions, not claims that a particular referral process has been proven effective.

The findings also have limits beyond implementation. The primary outcome was self-reported, other symptom scales did not show significant group differences, and approximately 22% to 24% of participants lacked 12-month follow-up data; missing data were handled with multiple imputation. The study was conducted in one German state.[1]

The public trial registry identifies registration on April 3, 2024 as retrospective.[4] Registration therefore should not be described as prospective protection against changes made after the study began. That transparency limitation warrants attention alongside the reported methods and results.

These qualifications do not erase the finding. They define how far it can reasonably travel: evidence for a particular prevention approach on a particular symptom measure, with a stronger result in the high-risk subgroup.

The useful question for the family is not simply how to reduce a screen-time total. It is what needs to improve in this teenager's life, what intervention addresses that problem, and how the family and clinicians will recognize progress.

Sources

  1. Lindenberg K, Kewitz S, Neumann I, et al. Cognitive Behavioral Therapy vs Media Literacy for Prevention of Gaming Disorder and Unspecified Internet Use Disorder: A Randomized Clinical Trial. JAMA Network Open. 2026;9(9):e2631942. doi:10.1001/jamanetworkopen.2026.31942. Published September 4, 2026. Open-access primary trial report.

  2. World Health Organization. Addictive behaviours: Gaming disorder. October 22, 2020. Official explanation of ICD-11 gaming disorder.

  3. American Psychiatric Association. Internet Gaming. Public explanation of DSM-5-TR research status and proposed criteria.

  4. German Clinical Trials Register. PROTECTconfirm, DRKS00033989. Public registry record, including retrospective registration status.

Educational Disclaimer: The Psychiatric Record provides general educational information for psychiatric and mental-health professionals. Content does not constitute medical, legal, regulatory, compliance, billing, or other professional advice; does not establish a standard of care; and is not a substitute for independent professional judgment. Appropriate assessment and treatment depend on the individual, setting, and current authoritative guidance. This article is not a diagnostic instrument or treatment protocol and does not recommend a universal screen-time limit or a specific commercial service. The patient described is a fictional composite; no individual is depicted.