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Clinical Trials/NCT04068064
NCT04068064
Completed
Not Applicable

Efficacy and Mechanisms Underlying Emotional Association Bias Modification in Individuals With IGD

Beijing Normal University1 site in 1 country87 target enrollmentAugust 23, 2019

Overview

Phase
Not Applicable
Intervention
Not specified
Conditions
Internet Gaming Disorder
Sponsor
Beijing Normal University
Enrollment
87
Locations
1
Primary Endpoint
Changes in gaming-related compulsive behaviors
Status
Completed
Last Updated
3 years ago

Overview

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.

Registry
clinicaltrials.gov
Start Date
August 23, 2019
End Date
February 28, 2020
Last Updated
3 years ago
Study Type
Interventional
Study Design
Parallel
Sex
All

Investigators

Sponsor
Beijing Normal University
Responsible Party
Principal Investigator
Principal Investigator

Jin-tao Zhang

Professor

Beijing Normal University

Eligibility Criteria

Inclusion Criteria

  • 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 ≥
  • 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

Exclusion Criteria

  • current or history of use of illegal substances and other addictions;
  • current or history of psychiatric or neurological illness;
  • current use of psychotropic medications.

Outcomes

Primary Outcomes

Changes in gaming-related compulsive behaviors

Time Frame: 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)

Time Frame: 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

Time Frame: 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 Outcomes

  • 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)
  • Changes in IGD severity(baseline, the 4th week after training, the 8th week after training)
  • Changes in craving(baseline , the 1st day after training)
  • Changes in positive healthy-activity-related EAB(baseline and the 1st day after training)

Study Sites (1)

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