The Behavioral and Brain Mechanism of IGD

Study Overview
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Brief Summary
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This project aims to investigate whether anodal tDCS of dlPFC enhances cognitive regulation over craving an emotions.

Official Title
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The Behavioral and Brain Mechanism of Internet Gaming Disorder

Conditions
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Internet Gaming Disorder

Intervention / Treatment
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* Behavioral: Craving behavioral intervention


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: Inclusion criteria for IGDs were: a score of 67 or higher on the CIAS; engagement in Internet gaming for over 14 hours per week for a minimum of one year; and reporting of Internet gaming as their primary online activity; Inclusion criteria for HCs were: a score < 60 on the CIAS; never having spent more than 2 hours per week engaged in Internet gaming Exclusion Criteria: for all participants: current or history of use of illegal substances and gambling; current or history of psychiatric or neurological illness; and 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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Male

Accepts Healthy Volunteers
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Accepts Healthy Volunteers

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Treatment
Allocation: Non-Randomized
Intervention Model: Parallel Assignment
Masking: Single


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Craving behavioral intervention<br>The craving behavioral intervention (CBI) was developed based on the framework of craving, combining with behavior intervention (Dong and Potenza, 2014), and conducted among individuals with IGD. | Behavioral: Craving behavioral intervention<br>* The CBI was given once a week for 6 weeks, conducted by four therapists. A pair of therapists was randomly assigned to a CBI+ group. Each session included 5 parts in 2.5-3 hours: warming-up exercise, discussion about the homework from the last session, main structured activity, brief summary, and the homework assignment. There were 6 sessions with each focused on a topic: recognize craving and its relationship with IGD; reduce craving through ameliorating the salience of cues and irrational beliefs, withdrawal symptoms and other negative affects; enhance self-monitoring and control for craving through time management training; relieve fulﬁllment of psychological needs through Internet use and attenuate the relation between craving and gaming behaviors through coping skill training<br>* Other names: CBI;|
| No Intervention: Control<br>The control group were individuals with Internet gaming disorder who did not receive any intervention but were scanned twice with the similar interval period as experimental group. | |

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Brain resting state functional connectivity as measured by fMRI | voxel-wise, ROI-wise, and ICA analyses | Detecting changes between two different time points (baseline and 6 weeks) | 
| Brain activation during a cue-induced craving task as measured by fMRI | A paradigm using addictive pictures to induce craving | Detecting changes between two different time points (baseline and 6 weeks) | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Brain activation during the Cups task as measured by fMRI | Cups task measuring risky decision-making related to potential gains and losses separately | Detecting changes between two different time points (baseline and 6 weeks) | 
| Brain activation during the mixed gambling task tasks as measured by fMRI | The mix gambling task measuring decision-making related to loss aversion | Detecting changes between two different time points (baseline and 6 weeks) | 
| Brain structure as measured by structural MRI | comparing gray matter and white matter differences between individuals with IGD and healthy controls. | Detecting changes between two different time points (baseline and 6 weeks) | 
| IGD severity measured by Chen Internet addiction scale | a 26-item 4-point Likert scale | Detecting changes between two different time points (baseline and 6 weeks) | 
| Craving as measured by brief questionnaire of Internet (gaming) craving | a 8-item 7-point Likert scale | Detecting changes between two different time points (baseline and 6 weeks) | 
| Impulsivity as measured by Barratt impulsive scale (BIS-II) | a 30-item 4-point Likert scale | Detecting changes between two different time points (baseline and 6 weeks) | 
| weekly online (gaming) time | self-report,in hours | Detecting changes between two different time points (baseline and 6 weeks) |