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临床试验/NCT04180839
NCT04180839Unknown不适用

Reducing Gaming Cue Reactivity and Behavior Via Retrieval-Extinction Mechanism

Beijing Normal University1 个研究点 分布在 1 个国家目标入组 60 人开始时间: 2019年11月25日最近更新:
适应症

试验速览

阶段
不适用
发起方
入组人数
60
试验地点
1
主要终点
Mean Change in gaming craving at cue-reactivity task between the two test sessions

研究概览

简要总结

The overall aim of this experimental study is to apply the new paradigm of substance addiction intervention to the study of Internet gaming disorder(IGD) subjects' intervention.

详细描述

This study is based on the retrieval-extinction paradigm.As with the efficacy, the experiment aims to test the effect of the retrieval-extinction paradigm on game craving and behave of IGD subjects, so as to provide an empirical basis for the development of effective intervention means of Internet gaming disorder.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Basic Science
盲法
Single (Participant)

入排标准

年龄范围
18 Years 至 30 Years(Adult)
性别
All
接受健康志愿者

入选标准

  • 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 ≥
  • the scores of the Young-Internet addiction Test ≥ 50
  • 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.

排除标准

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

结局指标

主要结局

Mean Change in gaming craving at cue-reactivity task between the two test sessions

时间窗: baseline , one day after training

Participants were asked to passively watch three kinds of videos and rate their craving immediately after each video clip using 10-point visual analog scales.The task assesses the severity of cue-induced craving for Internet gaming, with high scores indicating great cue-induced craving.

次要结局

  • Mean Change in gaming Craving(The questionnaire is given to participants to record their gaming craving at baseline、after the first day of training、after the second day of training、one day after training、1 week and 1 month after tranning respectively)
  • Mean Change in gaming time at baseline、1-Week and 1-month Follow-Up(A diary is given to participants to record their gaming time at baseline、 1-week and 1-month)

研究者

发起方
Beijing Normal University
申办方类型
Other
责任方
Sponsor

研究点 (1)

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