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临床试验/NCT06957392
NCT06957392招募中不适用

Mechanisms and Interventions of Social Reward Modulating Cognitive Control in Internet Gaming Disorder Via the dACC-DLPFC Circuit

The First Affiliated Hospital of Bengbu Medical University1 个研究点 分布在 1 个国家目标入组 60 人开始时间: 2026年1月25日最近更新:
适应症
干预措施

试验速览

阶段
不适用
状态
招募中
发起方
入组人数
60
试验地点
1
主要终点
Severity of Gaming Disorder

研究概览

简要总结

Internet Gaming Disorder (IGD) involves impaired cognitive control linked to reduced social reward and dACC-DLPFC brain circuit dysfunction. Enhancing social reward may restore this circuit and improve symptoms. This study uses psychological interventions and neuroimaging to explore and treat IGD.

详细描述

Cognitive control decline is a key factor in the long-term persistence of Internet Gaming Disorder (IGD). The dorsal anterior cingulate cortex (dACC)-dorsolateral prefrontal cortex (DLPFC) circuit serves as the neural mechanism underlying the maintenance of normal cognitive control function. Social reward activities have been shown to enhance the function of both the dACC and DLPFC. IGD patients exhibit reduced social reward sensitivity alongside diminished functional activity in these two brain regions. Our previous research found that psychological interventions aimed at improving cognitive control can alleviate IGD symptoms; however, individuals with poor social interaction still show limited improvement. Based on these findings, we propose the hypothesis that reduced social reward sensitivity in IGD leads to weakened functional connectivity of the dACC-DLPFC circuit, resulting in cognitive control deficits and exacerbation of IGD behaviors. Enhancing social reward is expected to promote functional connectivity within the dACC-DLPFC circuit, thereby improving cognitive control and mitigating IGD symptoms. To test this hypothesis, we will conduct the following studies: (1) Employing a combination of E-Prime behavioral paradigms, event-related potentials (ERP), and neuroimaging techniques to investigate the attenuated facilitative effects of social reward on cognitive control in IGD patients, and examine its correlation with reduced functional connectivity in the dACC-DLPFC circuit. (2) Designing a psychological intervention aimed at enhancing social reward sensitivity, to evaluate its efficacy in improving cognitive control and reducing IGD severity.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Treatment
盲法
None

入排标准

年龄范围
18 Years 至 35 Years(Adult)
性别
All
接受健康志愿者
否

入选标准

  • •Individuals aged between 18 and 35 years, irrespective of gender, having completed a minimum of 9 years of education and capable of effectively cooperating in questionnaire evaluations.
  • •Consent to actively cooperate in the completion of subsequent follow-up assessments.
  • •All are right-handed
  • •The Gaming Disorder Screening (GDSS) Scale score ≥ 47 points;
  • •The main game played is Honor of Kings; Average weekly gaming time (Honor of Kings) greater than 21 hours, maintained for over one year; More than 50% of daily internet time spent playing online games;

排除标准

  • •Severe cognitive functional impairments manifested through a history of head trauma, cerebrovascular diseases, epilepsy, etc., or usage of cognitive enhancement drugs in the past 6 months; an intellectual disability with an IQ score less than
  • •A diagnosis of schizophrenia or other severe mental illnesses as per the DSM-5 criteria.
  • •Abuse or dependence on other psychoactive substances (excluding nicotine) within the past 5 years.
  • •Severe organic diseases that might compromise study participation.
  • •Color blindness or color weakness

研究组 & 干预措施

Systematic self-help training program for enhancing social reward

Experimental
  1. A single-blind randomized controlled trial is conducted. 30 people, assigned to SRI group (Social Reward Intervention group) , will be received a psychological self-help program aimed at enhancing social reward sensitivity.
  2. Assessments including standardized scales, behavioral tests, and neuroimaging are conducted once before and once after the intervention.
  3. During the course, participants will receive twice-weekly online guidance sessions totaling eight sessions, which mainly focus on practicing ACT (Acceptance and Commitment Therapy) psychological skills, checking progress in social reward learning, and monitoring course advancement. Additionally, one to two offline group discussions are held regularly to enhance treatment adherence and ensure active participation in the self-help program.
  4. The entire intervention lasts approximately one month, with follow-up assessments conducted at 3, 6, and 12 months post-intervention.

干预措施: Systematic self-help training program for enhancing social reward (Behavioral)

general knowledge about Internet Gaming Disorder .

Other
  1. A single-blind randomized controlled trial is conducted. 30 people, assigned to Control group, was provided with standard educational courses introducing general knowledge about Internet Gaming Disorder, while the others are assigned to SRI group (Social Reward Intervention group). Both groups have equivalent learning durations and delivery formats.
  2. Assessments including standardized scales, behavioral tests, and neuroimaging are conducted once before and once after the intervention.
  3. During the course, participants will receive twice-weekly online guidance sessions totaling eight sessions.
  4. The entire intervention lasts approximately one month, with follow-up assessments conducted at 3, 6, and 12 months post-intervention.

干预措施: general knowledge about Internet Gaming Disorder . (Behavioral)

结局指标

主要结局

Severity of Gaming Disorder

时间窗: through study completion, an average of 1 month

The severity of gaming disorder was assessed using the Gaming Disorder Screening Scale (GDSS), which consists of 18 Likert-scale items. Each item has four response options (1 = never; 2 = sometimes; 3 = often; 4 = always), with a total score range of 18 to 72. Based on receiver operating characteristic (ROC) analysis using ICD-11 as the gold standard, a total score of ≥47 indicates a high risk of gaming disorder

Social Reward

时间窗: through study completion, an average of 1 month

Social reward function was measured using the Social Pleasure subscale of the Multidimensional Anhedonia Scale. This subscale includes 4 items, and participants were first asked to list two current or past social activities that brought them happiness, then to respond to each item assessing aspects such as willingness to engage in these activities and the pleasure experienced during participation.

Executive Function

时间窗: through study completion, an average of 1 month

Executive function was evaluated using the Behavior Rating Inventory of Executive Function-Adult Version (BRIEF-A), comprising 75 items scored on a 3-point Likert scale ranging from "never" to "often." Higher scores on the Global Executive Composite (GEC) reflect greater executive function impairment.

次要结局

  • Changes of Behavioral Indicators(through study completion, an average of 1 month)
  • Changes of Electrophysiological Indicators(through study completion, an average of 1 month)
  • Neuroimaging Indicators(through study completion, an average of 1 month)

研究者

发起方
The First Affiliated Hospital of Bengbu Medical University
申办方类型
Other
责任方
Sponsor

研究点 (1)

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