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Clinical Trial Details — Status: Completed

Administrative data

NCT number NCT02550405
Other study ID # BeijingNormalU
Secondary ID
Status Completed
Phase N/A
First received
Last updated
Start date March 2012
Est. completion date December 2015

Study information

Verified date December 2018
Source Beijing Normal University
Contact n/a
Is FDA regulated No
Health authority
Study type Interventional

Clinical Trial Summary

This project aims to investigate whether anodal tDCS of dlPFC enhances cognitive regulation over craving an emotions.


Recruitment information / eligibility

Status Completed
Enrollment 204
Est. completion date December 2015
Est. primary completion date December 2014
Accepts healthy volunteers Accepts Healthy Volunteers
Gender Male
Age group 18 Years to 30 Years
Eligibility Inclusion Criteria:

- Inclusion criteria for IGDs were:

1. a score of 67 or higher on the CIAS;

2. engagement in Internet gaming for over 14 hours per week for a minimum of one year; and

3. reporting of Internet gaming as their primary online activity;

- Inclusion criteria for HCs were:

1. a score < 60 on the CIAS;

2. never having spent more than 2 hours per week engaged in Internet gaming

Exclusion Criteria:

- for all participants:

1. current or history of use of illegal substances and gambling;

2. current or history of psychiatric or neurological illness; and

3. current use of psychotropic medications

Study Design


Related Conditions & MeSH terms


Intervention

Behavioral:
Craving behavioral intervention
The CBI was given once a week for 6 weeks, conducted by four therapists. A pair of therapists was randomly assigned to a CBI+ group. Each session included 5 parts in 2.5-3 hours: warming-up exercise, discussion about the homework from the last session, main structured activity, brief summary, and the homework assignment. There were 6 sessions with each focused on a topic: recognize craving and its relationship with IGD; reduce craving through ameliorating the salience of cues and irrational beliefs, withdrawal symptoms and other negative affects; enhance self-monitoring and control for craving through time management training; relieve ful?llment of psychological needs through Internet use and attenuate the relation between craving and gaming behaviors through coping skill training

Locations

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

Sponsors (1)

Lead Sponsor Collaborator
Beijing Normal University

Country where clinical trial is conducted

China, 

References & Publications (1)

Dong G, Potenza MN. A cognitive-behavioral model of Internet gaming disorder: theoretical underpinnings and clinical implications. J Psychiatr Res. 2014 Nov;58:7-11. doi: 10.1016/j.jpsychires.2014.07.005. Epub 2014 Jul 17. Review. — View Citation

Outcome

Type Measure Description Time frame Safety issue
Primary Brain resting state functional connectivity as measured by fMRI voxel-wise, ROI-wise, and ICA analyses Detecting changes between two different time points (baseline and 6 weeks)
Primary Brain activation during a cue-induced craving task as measured by fMRI A paradigm using addictive pictures to induce craving Detecting changes between two different time points (baseline and 6 weeks)
Secondary Brain activation during the Cups task as measured by fMRI Cups task measuring risky decision-making related to potential gains and losses separately Detecting changes between two different time points (baseline and 6 weeks)
Secondary Brain activation during the mixed gambling task tasks as measured by fMRI The mix gambling task measuring decision-making related to loss aversion Detecting changes between two different time points (baseline and 6 weeks)
Secondary Brain structure as measured by structural MRI comparing gray matter and white matter differences between individuals with IGD and healthy controls. Detecting changes between two different time points (baseline and 6 weeks)
Secondary IGD severity measured by Chen Internet addiction scale a 26-item 4-point Likert scale Detecting changes between two different time points (baseline and 6 weeks)
Secondary Craving as measured by brief questionnaire of Internet (gaming) craving a 8-item 7-point Likert scale Detecting changes between two different time points (baseline and 6 weeks)
Secondary Impulsivity as measured by Barratt impulsive scale (BIS-II) a 30-item 4-point Likert scale Detecting changes between two different time points (baseline and 6 weeks)
Secondary weekly online (gaming) time self-report,in hours Detecting changes between two different time points (baseline and 6 weeks)
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