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Emotional Association Bias Modification Training in Individuals With IGD

Primary Purpose

Internet Gaming Disorder

Status
Completed
Phase
Not Applicable
Locations
China
Study Type
Interventional
Intervention
EABM training
sham training
Sponsored by
Beijing Normal University
About
Eligibility
Locations
Arms
Outcomes
Full info

About this trial

This is an interventional basic science trial for Internet Gaming Disorder

Eligibility Criteria

18 Years - 30 Years (Adult)All SexesDoes not accept healthy volunteers

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.

Sites / Locations

  • State Key Laboratory of Cognitive Neuroscience and Learning, Beijing Normal University

Arms of the Study

Arm 1

Arm 2

Arm Type

Experimental

Placebo Comparator

Arm Label

EABM training group

Control training group

Arm Description

about 40 individuals with IGD will be randomly assigned to the EABM training group

about another 40 individuals with IGD will be randomly assigned to the control training group

Outcomes

Primary Outcome Measures

Changes in gaming-related positive emotional association biases (EAB)
The gaming-related positive EAB will be assessed in a priming task. In the task, participants will be instructed to judge the emotional valence of positive or negative words following gaming pictures or healthy-activity pictures. Gaming-related positive EAB will be calculated by determining differences in reaction times (RTs; RTs (negative-word) minus RTs (positive-word)) in response to words following gaming pictures
Changes in gaming-related compulsive thoughts
the scores of gaming-related compulsive thoughts will be assessed with the Yale-Brown Obsessive-Compulsive Scale modified for internet gaming disorder. The range of the score concerning gaming-related compulsive thoughts of this scale is from 0 to 20. Higher scores means more gaming-related compulsive thoughts.
Changes in gaming-related compulsive behaviors
the scores of gaming-related compulsive behaviors will be assessed with the Yale-Brown Obsessive-Compulsive Scale modified for internet gaming disorder. The range of the score concerning gaming-related compulsive behaviors of this scale is from 0 to 20. Higher scores means more gaming-related compulsive behaviors.

Secondary Outcome Measures

Changes in positive healthy-activity-related EAB
The healthy-activity-related positive EAB will be assessed in a priming task. In the task, participants will be instructed to judge the emotional valence of positive or negative words following gaming pictures or healthy-activity pictures. Healthy-activity-related positive EAB will be calculated by determining differences in reaction times (RTs; RTs (negative-word) minus RTs (positive-word)) in response to words following healthy-activity pictures
Changes in IGD severity
The scores of IGD severity will be assessed with the internet addiction test for internet gaming disorder. The range of the score of this scale is from 20 to 100. Higher scores means severer internet gaming disorder.
Changes in weekly gaming time
weekly gaming time will be assessed by instructing participants to report weekly gaming hour in a questionaire
Changes in craving
In the regulation-of-craving task, participants will report gaming-related craving during look condition, and during regulation condition using cognitive reappraisal,respectively. Craving will be assessed using a Visual Analog Scale (from 1 = 'not at all' to 9 = 'very high')

Full Information

First Posted
August 20, 2019
Last Updated
June 30, 2022
Sponsor
Beijing Normal University
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1. Study Identification

Unique Protocol Identification Number
NCT04068064
Brief Title
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

2. Study Status

Record Verification Date
June 2022
Overall Recruitment Status
Completed
Study Start Date
August 23, 2019 (Actual)
Primary Completion Date
February 28, 2020 (Actual)
Study Completion Date
February 28, 2020 (Actual)

3. Sponsor/Collaborators

Responsible Party, by Official Title
Principal Investigator
Name of the Sponsor
Beijing Normal University

4. Oversight

Studies a U.S. FDA-regulated Drug Product
No
Studies a U.S. FDA-regulated Device Product
No
Data Monitoring Committee
Yes

5. Study Description

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.

6. Conditions and Keywords

Primary Disease or Condition Being Studied in the Trial, or the Focus of the Study
Internet Gaming Disorder

7. Study Design

Primary Purpose
Basic Science
Study Phase
Not Applicable
Interventional Study Model
Parallel Assignment
Model Description
a randomized, between-subject design, including an intervention group and a control group
Masking
ParticipantInvestigator
Masking Description
the grouping is blind to both participants and the investigator
Allocation
Randomized
Enrollment
87 (Actual)

8. Arms, Groups, and Interventions

Arm Title
EABM training group
Arm Type
Experimental
Arm Description
about 40 individuals with IGD will be randomly assigned to the EABM training group
Arm Title
Control training group
Arm Type
Placebo Comparator
Arm Description
about another 40 individuals with IGD will be randomly assigned to the control training group
Intervention Type
Procedure
Intervention Name(s)
EABM training
Intervention Description
The training aims at associating gaming pictures with negative words and pictures of healthy activities with positive words. Gaming pictures are always presented with a pair of negative words. Pictures of healthy activities are always presented with a pair of positive words. Each picture is presented with a fixed pair of words. Participants will be instructed to select one word to get the most monetary reward. Specifically, in response to each gaming picture, selecting one word will have a 70% chance to get a monetary reward and the other word will have a 30% chance to get a monetary reward. A similar rationale applies to the pictures of healthy activities. The reward setting will help consolidate target associations. Each training session includes 300 times/trials of each type of association, presented in pseudorandom way. The whole training includes 6 training sessions. Participants will receive one training session every days.
Intervention Type
Procedure
Intervention Name(s)
sham training
Intervention Description
In the control group, neutral words instead of emotional words are used. All other settings are the same with those in the intervention group
Primary Outcome Measure Information:
Title
Changes in gaming-related positive emotional association biases (EAB)
Description
The gaming-related positive EAB will be assessed in a priming task. In the task, participants will be instructed to judge the emotional valence of positive or negative words following gaming pictures or healthy-activity pictures. Gaming-related positive EAB will be calculated by determining differences in reaction times (RTs; RTs (negative-word) minus RTs (positive-word)) in response to words following gaming pictures
Time Frame
baseline , the 1st day after training
Title
Changes in gaming-related compulsive thoughts
Description
the scores of gaming-related compulsive thoughts will be assessed with the Yale-Brown Obsessive-Compulsive Scale modified for internet gaming disorder. The range of the score concerning gaming-related compulsive thoughts of this scale is from 0 to 20. Higher scores means more gaming-related compulsive thoughts.
Time Frame
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
Title
Changes in gaming-related compulsive behaviors
Description
the scores of gaming-related compulsive behaviors will be assessed with the Yale-Brown Obsessive-Compulsive Scale modified for internet gaming disorder. The range of the score concerning gaming-related compulsive behaviors of this scale is from 0 to 20. Higher scores means more gaming-related compulsive behaviors.
Time Frame
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 Outcome Measure Information:
Title
Changes in positive healthy-activity-related EAB
Description
The healthy-activity-related positive EAB will be assessed in a priming task. In the task, participants will be instructed to judge the emotional valence of positive or negative words following gaming pictures or healthy-activity pictures. Healthy-activity-related positive EAB will be calculated by determining differences in reaction times (RTs; RTs (negative-word) minus RTs (positive-word)) in response to words following healthy-activity pictures
Time Frame
baseline and the 1st day after training
Title
Changes in IGD severity
Description
The scores of IGD severity will be assessed with the internet addiction test for internet gaming disorder. The range of the score of this scale is from 20 to 100. Higher scores means severer internet gaming disorder.
Time Frame
baseline, the 4th week after training, the 8th week after training
Title
Changes in weekly gaming time
Description
weekly gaming time will be assessed by instructing participants to report weekly gaming hour in a questionaire
Time Frame
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
Title
Changes in craving
Description
In the regulation-of-craving task, participants will report gaming-related craving during look condition, and during regulation condition using cognitive reappraisal,respectively. Craving will be assessed using a Visual Analog Scale (from 1 = 'not at all' to 9 = 'very high')
Time Frame
baseline , the 1st day after training

10. Eligibility

Sex
All
Minimum Age & Unit of Time
18 Years
Maximum Age & Unit of Time
30 Years
Accepts Healthy Volunteers
No
Eligibility Criteria
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. 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 the Young-Internet addiction Test ≥ 50 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.
Overall Study Officials:
First Name & Middle Initial & Last Name & Degree
Jintao Zhang, phD
Organizational Affiliation
Beijing Normal University
Official's Role
Principal Investigator
Facility Information:
Facility Name
State Key Laboratory of Cognitive Neuroscience and Learning, Beijing Normal University
City
Beijing
State/Province
Beijing
ZIP/Postal Code
100875
Country
China

12. IPD Sharing Statement

Plan to Share IPD
Yes
IPD Sharing Plan Description
we will share individual participant data when required
IPD Sharing Time Frame
1 year after the publication of related paper , for 3 years
IPD Sharing Access Criteria
By contacting the principal investigator. Email : zhangjintao@bnu.edu.cn
Citations:
PubMed Identifier
26026385
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.
Results Reference
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Emotional Association Bias Modification Training in Individuals With IGD

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