Clinical trial NCT04068064: Emotional Association Bias Modification Training in Individuals With IGD
Official title: Efficacy and Mechanisms Underlying Emotional Association Bias Modification in Individuals With IGD
Study type: INTERVENTIONAL
Overall status: COMPLETED
Phase: NA
Conditions: Internet Gaming Disorder
Lead sponsor: Beijing Normal University
Sponsor class: OTHER
First posted: 2019-08-28
Enrollment: 87
Sex: ALL
Minimum age (years): 18
Maximum age (years): 30
Standard ages: ADULT
Accepts healthy volunteers: no
Allocation: RANDOMIZED
Intervention model: PARALLEL
Intervention model description: a randomized, between-subject design, including an intervention group and a control group
Primary purpose: BASIC_SCIENCE

Brief summary: This project aims to investigate (1) the efficacy of emotional association bias modification (EABM) training on internet gaming disorder (IGD); (2) the underlying neural mechanisms of such efficacy

Detailed description: As with the efficacy, the experiment aims to test whether EABM training will reduce positive emotional association bias towards gaming, compulsive choice of gaming pictures, cue-induced craving for gaming, the severity of gaming behaviors in individuals with IGD.

As with the underlying neural mechanisms, the experiment aims to test whether EABM training will alter the activation of reward circuits in response to gaming pictures, the activation of executive control network (mainly refering to the prefrontal cortex) regarding regulation ability for craving and response inhibition ability.

Eligibility criteria: Inclusion Criteria:

1. 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.

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

Exclusion Criteria:

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

Primary outcomes:
measure: Changes in gaming-related positive emotional association biases (EAB)
timeFrame: baseline , the 1st day after training
measure: Changes in gaming-related compulsive thoughts
timeFrame: baseline, the 1st week after training, the 2nd week after training, the 3rd week after training, the 4th week after training, the 6th week after training, the 8th week after training
measure: Changes in gaming-related compulsive behaviors
timeFrame: baseline, the 1st week after training, the 2nd week after training, the 3rd week after training, the 4th week after training, the 6th week after training, the 8th week after training
Secondary outcomes:
measure: Changes in positive healthy-activity-related EAB
timeFrame: baseline and the 1st day after training
measure: Changes in IGD severity
timeFrame: baseline, the 4th week after training, the 8th week after training
measure: Changes in weekly gaming time
timeFrame: baseline, the 1st week after training, the 2nd week after training, the 3rd week after training, the 4th week after training, the 6th week after training, the 8th week after training
measure: Changes in craving
timeFrame: baseline , the 1st day after training
Other outcomes:
Locations:
city: Beijing
country: China
facility: State Key Laboratory of Cognitive Neuroscience and Learning, Beijing Normal University
state: Beijing
Study officials:
affiliation: Beijing Normal University
name: Jintao Zhang, phD
role: PRINCIPAL_INVESTIGATOR
References:
citation: Snagowski J, Wegmann E, Pekal J, Laier C, Brand M. Implicit associations in cybersex addiction: Adaption of an Implicit Association Test with pornographic pictures. Addict Behav. 2015 Oct;49:7-12. doi: 10.1016/j.addbeh.2015.05.009. Epub 2015 May 16.