Internet Gaming Disorder Clinical Trial
Official title:
Efficacy and Mechanisms Underlying Emotional Association Bias Modification in Individuals With IGD
Verified date | June 2022 |
Source | Beijing Normal University |
Contact | n/a |
Is FDA regulated | No |
Health authority | |
Study type | Interventional |
This project aims to investigate (1) the efficacy of emotional association bias modification (EABM) training on internet gaming disorder (IGD); (2) the underlying neural mechanisms of such efficacy
Status | Completed |
Enrollment | 87 |
Est. completion date | February 28, 2020 |
Est. primary completion date | February 28, 2020 |
Accepts healthy volunteers | No |
Gender | All |
Age group | 18 Years to 30 Years |
Eligibility | Inclusion Criteria: 1. the 5th edition of Diagnostic and Statistical Manual of Mental Disorders (DSM-5 ) recommended diagnosis of Internet gaming disorder : the scores of the 9 items of DSM-5 recommended diagnosis for Internet gaming disorder = 5. engagement in popular Internet games (e.g. Arena of Valor, League of Legends and Player Unknown's Battle Grounds) for over 20 hours per week for a minimum of 12 months. 2. the scores of the Young-Internet addiction Test = 50 Exclusion Criteria: 1. current or history of use of illegal substances and other addictions; 2. current or history of psychiatric or neurological illness; 3. current use of psychotropic medications. |
Country | Name | City | State |
---|---|---|---|
China | State Key Laboratory of Cognitive Neuroscience and Learning, Beijing Normal University | Beijing | Beijing |
Lead Sponsor | Collaborator |
---|---|
Beijing Normal University |
China,
Snagowski J, Wegmann E, Pekal J, Laier C, Brand M. Implicit associations in cybersex addiction: Adaption of an Implicit Association Test with pornographic pictures. Addict Behav. 2015 Oct;49:7-12. doi: 10.1016/j.addbeh.2015.05.009. Epub 2015 May 16. — View Citation
Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Primary | Changes in gaming-related positive emotional association biases (EAB) | The gaming-related positive EAB will be assessed in a priming task. In the task, participants will be instructed to judge the emotional valence of positive or negative words following gaming pictures or healthy-activity pictures. Gaming-related positive EAB will be calculated by determining differences in reaction times (RTs; RTs (negative-word) minus RTs (positive-word)) in response to words following gaming pictures | baseline , the 1st day after training | |
Primary | Changes in gaming-related compulsive thoughts | the scores of gaming-related compulsive thoughts will be assessed with the Yale-Brown Obsessive-Compulsive Scale modified for internet gaming disorder. The range of the score concerning gaming-related compulsive thoughts of this scale is from 0 to 20. Higher scores means more gaming-related compulsive thoughts. | baseline, the 1st week after training, the 2nd week after training, the 3rd week after training, the 4th week after training, the 6th week after training, the 8th week after training | |
Primary | Changes in gaming-related compulsive behaviors | the scores of gaming-related compulsive behaviors will be assessed with the Yale-Brown Obsessive-Compulsive Scale modified for internet gaming disorder. The range of the score concerning gaming-related compulsive behaviors of this scale is from 0 to 20. Higher scores means more gaming-related compulsive behaviors. | baseline, the 1st week after training, the 2nd week after training, the 3rd week after training, the 4th week after training, the 6th week after training, the 8th week after training | |
Secondary | Changes in positive healthy-activity-related EAB | The healthy-activity-related positive EAB will be assessed in a priming task. In the task, participants will be instructed to judge the emotional valence of positive or negative words following gaming pictures or healthy-activity pictures. Healthy-activity-related positive EAB will be calculated by determining differences in reaction times (RTs; RTs (negative-word) minus RTs (positive-word)) in response to words following healthy-activity pictures | baseline and the 1st day after training | |
Secondary | Changes in IGD severity | The scores of IGD severity will be assessed with the internet addiction test for internet gaming disorder. The range of the score of this scale is from 20 to 100. Higher scores means severer internet gaming disorder. | baseline, the 4th week after training, the 8th week after training | |
Secondary | Changes in weekly gaming time | weekly gaming time will be assessed by instructing participants to report weekly gaming hour in a questionaire | baseline, the 1st week after training, the 2nd week after training, the 3rd week after training, the 4th week after training, the 6th week after training, the 8th week after training | |
Secondary | Changes in craving | In the regulation-of-craving task, participants will report gaming-related craving during look condition, and during regulation condition using cognitive reappraisal,respectively. Craving will be assessed using a Visual Analog Scale (from 1 = 'not at all' to 9 = 'very high') | baseline , the 1st day after training |
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