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Retrieval-extinction Paradigm on Internet Gaming Disorder

Not Applicable
Conditions
Internet Gaming Disorder
Interventions
Behavioral: gaming-related retrieval-extinction
Behavioral: 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
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

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
gaming-related retrieval-extinctiongaming-related retrieval-extinctionabout 30 individuals with IGD will be randomly assigned to the R-E training group
nongaming-related retrieval-extinctionnongaming-related retrieval-extinctionabout another 30 individuals with IGD will be randomly assigned to the NR-E training group
Primary Outcome Measures
NameTimeMethod
Mean Change in gaming craving at cue-reactivity task between the two test sessionsbaseline , 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
NameTimeMethod
Mean Change in gaming CravingThe 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-UpA 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

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