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Emotion and Craving Regulation Among Individuals With Internet Gaming Disorders

Primary Purpose

Internet Gaming Disorder, Emotion Regulation

Status
Completed
Phase
Not Applicable
Locations
China
Study Type
Interventional
Intervention
Emotion Regulation Task
Craving Regulation Task
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 focused on measuring Emotion and craving regulation

Eligibility Criteria

18 Years - 30 Years (Adult)All SexesAccepts Healthy Volunteers

Inclusion Criteria:

Internet gaming disorders (IGD):

1, DSM-5 recommended diagnosis of Internet gaming disorder :

  1. the scores of the 9 items of DSM-5 recommended diagnosis for Internet gaming disorder ≥ 5.
  2. 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 Y-IAT(Young-Internet addiction Test) ≥ 50

Healthy controls (HCs): DSM-5 scores less than 5 and less than 20 hours gaming time per week.

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; being left-handed.

Sites / Locations

  • Beijing Normal University

Arms of the Study

Arm 1

Arm 2

Arm 3

Arm Type

Experimental

Experimental

Experimental

Arm Label

HCs on Emotion Regulation

IGDs on Emotion Regulation

IGDs on Craving Regulation

Arm Description

Participants are screened using the Diagnostic and Statistical Manual of Mental Disorders, 5th edition (DSM-5), Young's online Internet addiction test (YIAT), Beck Depression Inventory (BDI), Beck Anxiety Inventory (BAI), and so on. They are instructed to complete the emotion regulation task on the computer.

Participants are screened using the Diagnostic and Statistical Manual of Mental Disorders, 5th edition (DSM-5), Young's online Internet addiction test (YIAT), Beck Depression Inventory (BDI), Beck Anxiety Inventory (BAI), and so on.They are instructed to complete the emotion regulation task on the computer.

Participants are screened using the Diagnostic and Statistical Manual of Mental Disorders, 5th edition (DSM-5), Young's online Internet addiction test (YIAT), Beck Depression Inventory (BDI), Beck Anxiety Inventory (BAI), and so on. They are instructed to complete the craving regulation task on the computer.

Outcomes

Primary Outcome Measures

Behavioral outcome
Participants' ratings of negative emotion and their skin conductance levels (SCL).
Behavioral outcome
Participants' ratings of negative emotion and their skin conductance levels (SCL).
Behavioral outcome
Participants' ratings of cravings and their skin conductance levels (SCL).

Secondary Outcome Measures

Full Information

First Posted
September 23, 2019
Last Updated
January 25, 2021
Sponsor
Beijing Normal University
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1. Study Identification

Unique Protocol Identification Number
NCT04110548
Brief Title
Emotion and Craving Regulation Among Individuals With Internet Gaming Disorders
Official Title
Emotion and Craving Regulation Among Individuals With Internet Gaming Disorder: Cognitive Appraisal and Mindfulness Capacities
Study Type
Interventional

2. Study Status

Record Verification Date
January 2021
Overall Recruitment Status
Completed
Study Start Date
September 26, 2019 (Actual)
Primary Completion Date
March 30, 2020 (Actual)
Study Completion Date
May 30, 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

5. Study Description

Brief Summary
To investigate the potential deficits in emotion and craving regulation capacities of drug-naïve young adults with Internet gaming disorder as compared with healthy controls.
Detailed Description
The purpose of this study is to examine the differences in young adults' capacities of utilizing cognitive appraisal versus mindfulness to regulate negative emotions and/or craving in response to negative affective stimuli or gaming cues, respectively. This project will be conducted in Beijing, China.

6. Conditions and Keywords

Primary Disease or Condition Being Studied in the Trial, or the Focus of the Study
Internet Gaming Disorder, Emotion Regulation
Keywords
Emotion and craving regulation

7. Study Design

Primary Purpose
Basic Science
Study Phase
Not Applicable
Interventional Study Model
Parallel Assignment
Masking
Participant
Allocation
Randomized
Enrollment
60 (Actual)

8. Arms, Groups, and Interventions

Arm Title
HCs on Emotion Regulation
Arm Type
Experimental
Arm Description
Participants are screened using the Diagnostic and Statistical Manual of Mental Disorders, 5th edition (DSM-5), Young's online Internet addiction test (YIAT), Beck Depression Inventory (BDI), Beck Anxiety Inventory (BAI), and so on. They are instructed to complete the emotion regulation task on the computer.
Arm Title
IGDs on Emotion Regulation
Arm Type
Experimental
Arm Description
Participants are screened using the Diagnostic and Statistical Manual of Mental Disorders, 5th edition (DSM-5), Young's online Internet addiction test (YIAT), Beck Depression Inventory (BDI), Beck Anxiety Inventory (BAI), and so on.They are instructed to complete the emotion regulation task on the computer.
Arm Title
IGDs on Craving Regulation
Arm Type
Experimental
Arm Description
Participants are screened using the Diagnostic and Statistical Manual of Mental Disorders, 5th edition (DSM-5), Young's online Internet addiction test (YIAT), Beck Depression Inventory (BDI), Beck Anxiety Inventory (BAI), and so on. They are instructed to complete the craving regulation task on the computer.
Intervention Type
Procedure
Intervention Name(s)
Emotion Regulation Task
Intervention Description
Participants are instructed to complete the emotion assessment after Look or Decrease the neutral or negative pictures. The "Decrease" asks the participants to use "cognitive reappraisal" or "mindfulness" strategies to decrease the intensity of emotion, whereas the "Look" asks the participants to look naturally at the picture. First, the "look" or "decrease" is displayed on the computer for 2 s. Then, a neutral or negative picture is presented on the screen for 7s. Finally, participants will rate the intensity of their emotion for 4s. Then, they have 1s-3s to relax before the next trial. In the meantime, Skin conductance activities will be recorded using a constant voltage with 1-cm 3 AgAg/Cl electrodes attached to the medial phalanx surfaces of the middle and index fingers of the nondominant hand.
Intervention Type
Procedure
Intervention Name(s)
Craving Regulation Task
Intervention Description
Participants are instructed to complete the craving assessment after Look or Decrease the neutral or gaming pictures. The "Decrease" asks the participants to use "cognitive reappraisal" or "mindfulness" strategies to decrease the intensity of craving, whereas the "Look" asks the participants to look naturally at the picture. First, the "look" or "decrease" is displayed on the computer for 2 s. Second, a neutral or gaming picture is presented on the screen for 7s. Third, participants rate the intensity of their craving for 4s. Then, they have 1s-3s to relax before the next trial. In the meantime, Skin conductance activities will be recorded using a constant voltage with 1-cm 3 AgAg/Cl electrodes attached to the medial phalanx surfaces of the middle and index fingers of the nondominant hand.
Primary Outcome Measure Information:
Title
Behavioral outcome
Description
Participants' ratings of negative emotion and their skin conductance levels (SCL).
Time Frame
30- 40 minutes after training
Title
Behavioral outcome
Description
Participants' ratings of negative emotion and their skin conductance levels (SCL).
Time Frame
40- 60 minutes after training
Title
Behavioral outcome
Description
Participants' ratings of cravings and their skin conductance levels (SCL).
Time Frame
60- 80 minutes after training

10. Eligibility

Sex
All
Minimum Age & Unit of Time
18 Years
Maximum Age & Unit of Time
30 Years
Accepts Healthy Volunteers
Accepts Healthy Volunteers
Eligibility Criteria
Inclusion Criteria: Internet gaming disorders (IGD): 1, 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 Y-IAT(Young-Internet addiction Test) ≥ 50 Healthy controls (HCs): DSM-5 scores less than 5 and less than 20 hours gaming time per week. 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; being left-handed.
Overall Study Officials:
First Name & Middle Initial & Last Name & Degree
Nan Zhou, PhD
Organizational Affiliation
Beijing Normal University
Official's Role
Principal Investigator
Facility Information:
Facility Name
Beijing Normal University
City
Beijing
State/Province
Beijing
ZIP/Postal Code
100875
Country
China

12. IPD Sharing Statement

Plan to Share IPD
No
Citations:
PubMed Identifier
29154365
Citation
Yip SW, Gross JJ, Chawla M, Ma SS, Shi XH, Liu L, Yao YW, Zhu L, Worhunsky PD, Zhang J. Is Neural Processing of Negative Stimuli Altered in Addiction Independent of Drug Effects? Findings From Drug-Naive Youth with Internet Gaming Disorder. Neuropsychopharmacology. 2018 May;43(6):1364-1372. doi: 10.1038/npp.2017.283. Epub 2017 Nov 20.
Results Reference
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PubMed Identifier
22114078
Citation
Westbrook C, Creswell JD, Tabibnia G, Julson E, Kober H, Tindle HA. Mindful attention reduces neural and self-reported cue-induced craving in smokers. Soc Cogn Affect Neurosci. 2013 Jan;8(1):73-84. doi: 10.1093/scan/nsr076. Epub 2011 Nov 22.
Results Reference
background

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Emotion and Craving Regulation Among Individuals With Internet Gaming Disorders

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