Retrieval-extinction Paradigm on Internet Gaming Disorder

Study Overview
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Brief Summary
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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.

Detailed Description
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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.

Official Title
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Reducing Gaming Cue Reactivity and Behavior Via Retrieval-Extinction Mechanism

Conditions
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Internet Gaming Disorder

Intervention / Treatment
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* Behavioral: gaming-related retrieval-extinction
* Behavioral: nongaming-related retrieval-extinction


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: 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 ≥ 5. 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. Exclusion Criteria: current or history of use of illegal substances and other addictions; 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: Single


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: gaming-related retrieval-extinction<br>about 30 individuals with IGD will be randomly assigned to the R-E training group | Behavioral: gaming-related retrieval-extinction<br>* During one training session,participants will first view a 5-min retrieval video containing gaming content and then, 10 minutes later, receive 1-hour of extinction training in which they will be administered four sequences of video, picture and in vivo gaming cues. The whole training includes 2 training sessions. Participants will receive one training session once a day for two consectutive days.<br>* Other names: R-E;|
| Other: nongaming-related retrieval-extinction<br>about another 30 individuals with IGD will be randomly assigned to the NR-E training group | Behavioral: nongaming-related retrieval-extinction<br>* During one session,participants will first view a 5-min neutral video and then, 10 minutes later, receive 1-hour of extinction training in which they will be administered four sequences of video, picture and in vivo gaming cues. The whole procedure includes 2 sessions. Participants will receive one session once a day for two consectutive days.<br>* Other names: NR-E;|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Mean Change in gaming craving at cue-reactivity task between the two test sessions | 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. | baseline , one day after training | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Mean Change in gaming Craving | The Brief Questionnaire of gaming Urges questionnaire is a 10-item gaming urge questionnaire with scores ranging from 0 to 10 to assess gaming craving. The questionnaire assesses the severity of craving for Internet gaming behavior, with high scores indicating great 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 | At the baseline、end of the first week and month test session, participants will receive a diary in which to record the gaming time after the 1-week and 1-month follow-up period. | A diary is given to participants to record their gaming time at baseline、 1-week and 1-month |