High Working Memory Load to Reduce Internet Gaming Disorder (IGD) Cravings

Study Overview
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Brief Summary
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To test whether high working memory load can effectively reduce the craving for IGD.

Detailed Description
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This project is to use 1-back task and 3-back task to reduce the craving of internet gamers. To test whether high working memory load can effectively reduce the craving for IGD. This project will be conducted in Beijing, China, based on a large sample of internet gamers.

Official Title
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High Working Memory Load to Reduce IGD Cravings: N-Back Task

Conditions
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Internet Gaming Disorder

Intervention / Treatment
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* Behavioral: n-back task


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: The scores of the 9 items of The Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition(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. The scores of theYoung-Internet Addiction Test(Y-IAT) ≥ 50 Exclusion Criteria: Current or history of use of illegal substances and gambling; Current or history of psychiatric or neurological illness; Current use of psychotropic medications.

Ages Eligible for Study
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Minimum Age: 18 Years
Maximum Age: 30 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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No

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Basic Science
Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: Double


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: High Working memory load: n-back task<br>During the intervention, each participant of this group will finish the 3-back task. | Behavioral: n-back task<br>* All participants will be asked to finish the 3-back task and the 1-back task. The 3-back task and the 1-back task will be carried out at intervals to avoid the influence between different tasks. The sequence of the 3-back task and the 1-back task will be counterbalanced across participants.<br>|
| Experimental: Low Working memory load: n-back task<br>During the intervention, each participant of this group will finish the 1-back task. | Behavioral: n-back task<br>* All participants will be asked to finish the 3-back task and the 1-back task. The 3-back task and the 1-back task will be carried out at intervals to avoid the influence between different tasks. The sequence of the 3-back task and the 1-back task will be counterbalanced across participants.<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| The craving of internet gamers | The craving of internet gamers is measured by a single item Visual Analogue Scale with 1 to 7 likert score. | 0-1 minutes before each set of cue | 
| The craving of internet gamers after cue | The craving of internet gamers is measured by a single item Visual Analogue Scale with 1 to 7 likert score. | 0-1 minutes after showing cue | 
| The craving of internet gamers after tasks | The craving of internet gamers is measured by a single item Visual Analogue Scale with 1 to 7 likert score. | 0-1 minutes after finishing each block of tasks |