MedPath

Emotional Association Bias Modification Training in Individuals With IGD

Not Applicable
Completed
Conditions
Internet Gaming Disorder
Interventions
Procedure: sham training
Procedure: EABM training
Registration Number
NCT04068064
Lead Sponsor
Beijing Normal University
Brief Summary

This project aims to investigate (1) the efficacy of emotional association bias modification (EABM) training on internet gaming disorder (IGD); (2) the underlying neural mechanisms of such efficacy

Detailed Description

As with the efficacy, the experiment aims to test whether EABM training will reduce positive emotional association bias towards gaming, compulsive choice of gaming pictures, cue-induced craving for gaming, the severity of gaming behaviors in individuals with IGD.

As with the underlying neural mechanisms, the experiment aims to test whether EABM training will alter the activation of reward circuits in response to gaming pictures, the activation of executive control network (mainly refering to the prefrontal cortex) regarding regulation ability for craving and response inhibition ability.

Recruitment & Eligibility

Status
COMPLETED
Sex
All
Target Recruitment
87
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.

    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.

  2. the scores of the Young-Internet addiction Test ≥ 50

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
Control training groupsham trainingabout another 40 individuals with IGD will be randomly assigned to the control training group
EABM training groupEABM trainingabout 40 individuals with IGD will be randomly assigned to the EABM training group
Primary Outcome Measures
NameTimeMethod
Changes in gaming-related compulsive behaviorsbaseline, the 1st week after training, the 2nd week after training, the 3rd week after training, the 4th week after training, the 6th week after training, the 8th week after training

the scores of gaming-related compulsive behaviors will be assessed with the Yale-Brown Obsessive-Compulsive Scale modified for internet gaming disorder. The range of the score concerning gaming-related compulsive behaviors of this scale is from 0 to 20. Higher scores means more gaming-related compulsive behaviors.

Changes in gaming-related positive emotional association biases (EAB)baseline , the 1st day after training

The gaming-related positive EAB will be assessed in a priming task. In the task, participants will be instructed to judge the emotional valence of positive or negative words following gaming pictures or healthy-activity pictures. Gaming-related positive EAB will be calculated by determining differences in reaction times (RTs; RTs (negative-word) minus RTs (positive-word)) in response to words following gaming pictures

Changes in gaming-related compulsive thoughtsbaseline, the 1st week after training, the 2nd week after training, the 3rd week after training, the 4th week after training, the 6th week after training, the 8th week after training

the scores of gaming-related compulsive thoughts will be assessed with the Yale-Brown Obsessive-Compulsive Scale modified for internet gaming disorder. The range of the score concerning gaming-related compulsive thoughts of this scale is from 0 to 20. Higher scores means more gaming-related compulsive thoughts.

Secondary Outcome Measures
NameTimeMethod
Changes in weekly gaming timebaseline, the 1st week after training, the 2nd week after training, the 3rd week after training, the 4th week after training, the 6th week after training, the 8th week after training

weekly gaming time will be assessed by instructing participants to report weekly gaming hour in a questionaire

Changes in IGD severitybaseline, the 4th week after training, the 8th week after training

The scores of IGD severity will be assessed with the internet addiction test for internet gaming disorder. The range of the score of this scale is from 20 to 100. Higher scores means severer internet gaming disorder.

Changes in cravingbaseline , the 1st day after training

In the regulation-of-craving task, participants will report gaming-related craving during look condition, and during regulation condition using cognitive reappraisal,respectively. Craving will be assessed using a Visual Analog Scale (from 1 = 'not at all' to 9 = 'very high')

Changes in positive healthy-activity-related EABbaseline and the 1st day after training

The healthy-activity-related positive EAB will be assessed in a priming task. In the task, participants will be instructed to judge the emotional valence of positive or negative words following gaming pictures or healthy-activity pictures. Healthy-activity-related positive EAB will be calculated by determining differences in reaction times (RTs; RTs (negative-word) minus RTs (positive-word)) in response to words following healthy-activity pictures

Trial Locations

Locations (1)

State Key Laboratory of Cognitive Neuroscience and Learning, Beijing Normal University

🇨🇳

Beijing, Beijing, China

© Copyright 2025. All Rights Reserved by MedPath