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Clinical Trial Details — Status: Recruiting

Administrative data

NCT number NCT04180839
Other study ID # R-E_IGD
Secondary ID
Status Recruiting
Phase N/A
First received
Last updated
Start date November 25, 2019
Est. completion date April 30, 2020

Study information

Verified date December 2019
Source Beijing Normal University
Contact Ziliang Wang, Master
Phone +8618395949625
Email wangziliang201@163.com
Is FDA regulated No
Health authority
Study type Interventional

Clinical Trial Summary

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.


Description:

This study is based on the retrieval-extinction paradigm.As with the efficacy, the experiment aims to test the effect of the retrieval-extinction paradigm on game craving and behave of IGD subjects, so as to provide an empirical basis for the development of effective intervention means of Internet gaming disorder.


Recruitment information / eligibility

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.

Study Design


Related Conditions & MeSH terms


Intervention

Behavioral:
gaming-related retrieval-extinction
During one training session,participants will first view a 5-min retrieval video containing gaming content and then, 10 minutes later, receive 1-hour of extinction training in which they will be administered four sequences of video, picture and in vivo gaming cues. The whole training includes 2 training sessions. Participants will receive one training session once a day for two consectutive days.
nongaming-related retrieval-extinction
During one session,participants will first view a 5-min neutral video and then, 10 minutes later, receive 1-hour of extinction training in which they will be administered four sequences of video, picture and in vivo gaming cues. The whole procedure includes 2 sessions. Participants will receive one session once a day for two consectutive days.

Locations

Country Name City State
China State Key Laboratory of Cognitive Neuroscience and Learning, Beijing Normal University Beijing Beijing

Sponsors (1)

Lead Sponsor Collaborator
Beijing Normal University

Country where clinical trial is conducted

China, 

References & Publications (1)

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

Outcome

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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