Retrieval-extinction Paradigm on Internet Gaming Disorder
- Conditions
- Internet Gaming Disorder
- Interventions
- Behavioral: gaming-related retrieval-extinctionBehavioral: nongaming-related retrieval-extinction
- Registration Number
- NCT04180839
- Lead Sponsor
- Beijing Normal University
- Brief 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.
- Detailed 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 & Eligibility
- Status
- UNKNOWN
- Sex
- All
- Target Recruitment
- 60
- 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.
- the scores of the Young-Internet addiction Test ≥ 50
- 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.
- current or history of use of illegal substances and other addictions;
- current or history of psychiatric or neurological illness;
- current use of psychotropic medications.
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Arm && Interventions
Group Intervention Description gaming-related retrieval-extinction gaming-related retrieval-extinction about 30 individuals with IGD will be randomly assigned to the R-E training group nongaming-related retrieval-extinction nongaming-related retrieval-extinction about another 30 individuals with IGD will be randomly assigned to the NR-E training group
- Primary Outcome Measures
Name Time Method Mean Change in gaming craving at cue-reactivity task between the two test sessions baseline , one day after training 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.
- Secondary Outcome Measures
Name Time Method Mean Change in gaming 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 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.
Mean Change in gaming time at baseline、1-Week and 1-month Follow-Up A diary is given to participants to record their gaming time at baseline、 1-week and 1-month 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.
Trial Locations
- Locations (1)
State Key Laboratory of Cognitive Neuroscience and Learning, Beijing Normal University
🇨🇳Beijing, Beijing, China