Emotional Association Bias Modification Training in Individuals With IGD
- Conditions
- Internet Gaming Disorder
- Interventions
- Procedure: sham trainingProcedure: 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
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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.
-
the scores of the Young-Internet addiction Test ≥ 50
- 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 Control training group sham training about another 40 individuals with IGD will be randomly assigned to the control training group EABM training group EABM training about 40 individuals with IGD will be randomly assigned to the EABM training group
- Primary Outcome Measures
Name Time Method Changes in gaming-related compulsive behaviors baseline, 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 thoughts baseline, 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
Name Time Method Changes in weekly gaming time baseline, 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 severity baseline, 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 craving baseline , 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 EAB baseline 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