Mental Imagery Tasks to Reduce IGD Cravings: Visual Imagery and Auditory Imagery
Trial Snapshot
- Phase
- Not Applicable
- Sponsor
- Enrollment
- 30
- Locations
- 1
- Primary Endpoint
- The craving of internet gamers after cue
Study Overview
Brief Summary
To test whether visual and auditory imagery tasks can effectively reduce the craving for IGD.
Detailed Description
This project is to use imagery tasks to reduce the craving of internet gamers. To test whether visual and auditory imagery tasks can effectively reduce the craving for IGD. This project will be conducted in Beijing, China, based on a large sample of internet gamers.
Study Design
- Study Type
- Interventional
- Allocation
- Randomized
- Intervention Model
- Parallel
- Primary Purpose
- Basic Science
- Masking
- Double (Participant, Investigator)
Eligibility Criteria
- Ages
- 18 Years to 30 Years (Adult)
- Sex
- All
- Accepts Healthy Volunteers
- No
Inclusion Criteria
- •The scores of the 9 items of The Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition(DSM-5) recommended diagnosis for Internet gaming disorder ≥
- •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.
- •The scores of the Young-Internet Addiction Test(Y-IAT) ≥ 50
Exclusion Criteria
- •Current or history of use of illegal substances and gambling;
- •Current or history of psychiatric or neurological illness;
- •Current use of psychotropic medications.
Arms & Interventions
Visual imagery tasks group
During the intervention, each participant of this group will be asked to create visual mental images.
Intervention: Imagery tasks (Behavioral)
Auditory imagery tasks group
During the intervention, each participant of this group will be asked to create auditory mental images.
Intervention: Imagery tasks (Behavioral)
Outcomes
Primary Outcomes
The craving of internet gamers after cue
Time Frame: 0-1 minutes after showing cue
The craving of internet gamers is measured by a single item Visual Analogue Scale with 1 to 7 likert scoreScale with 1 to 7 likert score
The craving of internet gamers
Time Frame: 0-1 minutes after finishing each block of tasks
The craving of internet gamers is measured by a single item Visual Analogue Scale with 1 to 7 likert score
The craving of internet gamers
Time Frame: 0-1 minutes before each set of cue
The craving of internet gamers is measured by a single item Visual Analogue Scale with 1 to 7 likert score
Secondary Outcomes
No secondary outcomes reported
Investigators
Jin-tao Zhang
Associated Professor
Beijing Normal University
