The Effectiveness of tDCS on Internet Game Addiction
- Conditions
- Internet Gaming DisorderAddiction
- Interventions
- Device: tDCS with sham stimulationDevice: tDCS with real stimulation
- Registration Number
- NCT03347643
- Lead Sponsor
- Seoul National University Hospital
- Brief Summary
In this study, the investigators aimed to investigate the effect of transcranial direct current stimulation (tDCS) on clinical status of Internet game addiction. The clinical status of Internet game addiction includes severity of addiction symptom, subjective craving for gaming, response inhibition and cue reactivity. The investigators hypothesized that real stimulation with tDCS on the dorsolateral prefrontal cortex will have higher effectiveness on severity of addiction symptom, subjective craving for gaming, response inhibition and cue reactivity rather than sham stimulation with tDCS.
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- COMPLETED
- Sex
- All
- Target Recruitment
- 31
- Diagnosis of Internet gaming disorder based on diagnostic criteria of Diagnostic and Statistical Manual of Mental Disorders (DSM)-5.
- History of seizure
- History of significant head injury
- Mental retardation
- Schizophrenia
- History of stroke
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Arm && Interventions
Group Intervention Description tDCS with sham stimulation tDCS with sham stimulation A total of 25 patients will be allocated into sham comparator with sham stimulation with tDCS. tDCS with real stimulation tDCS with real stimulation A total of 25 patients will be allocated into active comparator with real stimulation with tDCS.
- Primary Outcome Measures
Name Time Method Young Internet Addiction Test (Y-IAT) 25 week The Y-IAT is rated on a five-point scale. Total scores for all 20 items range from 20 to 100.
- Secondary Outcome Measures
Name Time Method Direction error and successful stop ratio in the Stop signal task baseline, 5 weeks, 25 weeks The stop signal task is a neurocognitive task for assessing response inhibition.
Barratt impulsiveness scale-11 baseline, 5 weeks, 25 weeks Barratt impulsiveness scale-11 is a self-report questionnaire consisting of 30 items. Each question has a 4-point scale ranging from 1 (rarely/never) to 4 (almost always/always). This scale scores three subscales: attentional impulsiveness, motor impulsiveness, and nonplanning impulsiveness. The total score ranges from 30 to 120 and higher scores indicate greater impulsivity.
Anti-saccade error rate in the attentional bias task baseline, 5 weeks, 25 weeks The attentional bias task is measured by anti-saccade task using eye-tracking analysis for assessing attentional bias on Internet gaming stimuli.
Late positive potential in the cue reactivity event-related potential baseline, 5 weeks, 25 weeks Event-related potential measures with cue reactivity task
Visual analogue scale baseline, 1 week, 5 weeks, 25 weeks Subjective craving for Internet gaming ranging from 0 to 10. Higher score represents higher craving for gaming.
Trial Locations
- Locations (1)
SMG-SNU Boramae Medical Center
🇰🇷Seoul, Korea, Republic of