Cognitive Bias Modification Training on Internet Gaming Disorder
- Conditions
- Internet Gaming Disorder
- Interventions
- Procedure: Sham trainingProcedure: CBM training
- Registration Number
- NCT03790527
- Lead Sponsor
- Beijing Normal University
- Brief Summary
To investigate whether and how the CBM training will alleviate the symptoms of addiction in Internet gaming disorders.
- Detailed Description
The purpose of this study is to use the modification training of cognitive bias to ameliorate the severity and symptoms of Internet gaming disorders(IGD); the neural mechanisms of cognitive bias modification and its effect during cued-induced craving task in subjects with IGD will be investigated as well. This project will be conducted in Beijing, China.
Recruitment & Eligibility
- Status
- UNKNOWN
- Sex
- Male
- Target Recruitment
- 48
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
current or history of use of illegal substances and gambling;
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 Sham training Sham training participants have to complete the picture assessment task ; Approach-avoidance Task(AAT) and cue-induced task in the fMRI;data on game-craving level, game hours, the ability of self-control and emotion regulation are also collected. Half of the participants will be random-assigned into the sham training group; Each participant will do these task twice( e.g. Before training and after training) CBM training CBM training participants have to complete the picture assessment task ; Approach-avoidance Task(AAT) and cue-induced task in the fMRI;data on game-craving level, game hours, the ability of self-control and emotion regulation are also collected. Half of the participants will be random-assigned into the CBM training group; Each participant will do these task twice( e.g. Before training and after training)
- Primary Outcome Measures
Name Time Method Behavioral outcome 60- 80 minutes after training Cognitive bias outside fMRI measured by AAT task takes the response times\[\[Push_game_pic-Pull_game_pic\]-\[Push_object_pic - Pull_object_pic\])\] as the index. The response times (cognitive bias scores) will be calculated under Repeated Measurement Anova by using SPSS software.
Resting-state functional connectivity alterations in brain. 30-45 minutes after training Using seed-based and network level functional connectivity analysis, as well as graph theory analysis , functional connectivity in brain under eight minutes resting state will be detected and compared between CBM training group and sham group
task-based fMRI brain activation 45-60 minutes after training The active of the brain regions in mPFC and VS during AAT task changes after CBM training compared with the sham. There should be an decrease in ventral striatum and amygdala during the cue-induced task. These task-based fMRI data will be contrasted using SPM.
Correlation analysis 30- 60 minutes after training The correlation between functional network organization in brain across resting state ( task-based fMRI) and cognitive bias scores will be explored.
- Secondary Outcome Measures
Name Time Method
Trial Locations
- Locations (1)
State Key Laboratory of Cognitive Neuroscience and Learning, Beijing Normal University
🇨🇳Beijing, Beijing, China