Internet Gaming Disorder Clinical Trial
Official title:
Reducing Gaming Cue Reactivity and Behavior Via Retrieval-Extinction Mechanism
The overall aim of this experimental study is to apply the new paradigm of substance addiction intervention to the study of Internet gaming disorder(IGD) subjects' intervention.
Status | Recruiting |
Enrollment | 60 |
Est. completion date | April 30, 2020 |
Est. primary completion date | March 30, 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. 2. the scores of the Young-Internet addiction Test = 50 3. 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. 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,
Xue YX, Luo YX, Wu P, Shi HS, Xue LF, Chen C, Zhu WL, Ding ZB, Bao YP, Shi J, Epstein DH, Shaham Y, Lu L. A memory retrieval-extinction procedure to prevent drug craving and relapse. Science. 2012 Apr 13;336(6078):241-5. doi: 10.1126/science.1215070. — View Citation
Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Primary | Mean Change in gaming craving at cue-reactivity task between the two test sessions | Participants were asked to passively watch three kinds of videos and rate their craving immediately after each video clip using 10-point visual analog scales.The task assesses the severity of cue-induced craving for Internet gaming, with high scores indicating great cue-induced craving. | baseline , one day after training | |
Secondary | Mean Change in gaming Craving | The Brief Questionnaire of gaming Urges questionnaire is a 10-item gaming urge questionnaire with scores ranging from 0 to 10 to assess gaming craving. The questionnaire assesses the severity of craving for Internet gaming behavior, with high scores indicating great craving. | The questionnaire is given to participants to record their gaming craving at baseline?after the first day of training?after the second day of training?one day after training?1 week and 1 month after tranning respectively | |
Secondary | Mean Change in gaming time at baseline?1-Week and 1-month Follow-Up | At the baseline?end of the first week and month test session, participants will receive a diary in which to record the gaming time after the 1-week and 1-month follow-up period. | A diary is given to participants to record their gaming time at baseline? 1-week and 1-month |
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