Emotion and Craving Regulation Among Individuals With Internet Gaming Disorders
- Conditions
- Internet Gaming DisorderEmotion Regulation
- Registration Number
- NCT04110548
- Lead Sponsor
- Beijing Normal University
- Brief Summary
To investigate the potential deficits in emotion and craving regulation capacities of drug-naïve young adults with Internet gaming disorder as compared with healthy controls.
- Detailed Description
The purpose of this study is to examine the differences in young adults' capacities of utilizing cognitive appraisal versus mindfulness to regulate negative emotions and/or craving in response to negative affective stimuli or gaming cues, respectively. This project will be conducted in Beijing, China.
Recruitment & Eligibility
- Status
- COMPLETED
- Sex
- All
- Target Recruitment
- 60
Internet gaming disorders (IGD):
1, 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 Y-IAT(Young-Internet addiction Test) ≥ 50
Healthy controls (HCs): DSM-5 scores less than 5 and less than 20 hours gaming time per week.
current or history of use of illegal substances and gambling; current or history of psychiatric or neurological illness; current use of psychotropic medications; being left-handed.
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Primary Outcome Measures
Name Time Method Behavioral outcome 60- 80 minutes after training Participants' ratings of cravings and their skin conductance levels (SCL).
- Secondary Outcome Measures
Name Time Method
Trial Locations
- Locations (1)
Beijing Normal University
🇨🇳Beijing, Beijing, China
Beijing Normal University🇨🇳Beijing, Beijing, China