Video Game-Brain Functioning Reversibility Study
1 other identifier
interventional
60
1 country
2
Brief Summary
- 1.Young adults who are exposed to 7-10 days of play of violent video games will show reduced activation in certain regions of the dorsolateral prefrontal cortex and anterior cingulate cortex.
- 2.Young adults who are exposed to 7-10 days of violent video games will show increased activation in regions of the amygdala.
- 3.Young adults who abstain from violent video games for a week, after 7-10 days of play of violent video games, will show increased activation of regions in the dorsolateral prefrontal cortex and anterior cingulate cortex and decreased activation of the amygdala, on pre-post fMRI and compared to young adults who continue to play violent video games.
- 4.Young adults who complete a computerized attention-training program after 7-10 days of violent video games will show increased activation of regions in the dorsolateral prefrontal cortex and anterior cingulate cortex and decreased activation of the amygdala, on pre-post fMRI and compared to young adults who continue to play violent video games.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Jul 2008
Longer than P75 for not_applicable
2 active sites
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
Click on a node to explore related trials.
Study Timeline
Key milestones and dates
First Submitted
Initial submission to the registry
June 11, 2008
CompletedFirst Posted
Study publicly available on registry
June 18, 2008
CompletedStudy Start
First participant enrolled
July 1, 2008
CompletedPrimary Completion
Last participant's last visit for primary outcome
March 1, 2011
CompletedStudy Completion
Last participant's last visit for all outcomes
December 1, 2018
CompletedMay 3, 2012
April 1, 2012
2.7 years
June 11, 2008
May 2, 2012
Conditions
Outcome Measures
Primary Outcomes (1)
Functional Magnetic Resonance Imaging
Completed at visit 2, 3, and 4 (each visit 7-10 days apart)
Study Arms (4)
Control 1 Group
ACTIVE COMPARATORSubjects randomized to the Control 1 group will abstain from playing any video games for the entire study participation.
VG1- Control 2 Group
ACTIVE COMPARATORSubjects randomized to the Control 2 group will play a selected violent video game for 60-120 minutes/day during week 2 of the study and will abstain from any video game play during week 3 of the study.
VG1- VG2 group
ACTIVE COMPARATORSubjects randomized for VG1-VG2 group will play 60-120 minutes/day of a violent video game during weeks 2 \& 3 of study participation.
VG1-CT group
ACTIVE COMPARATORSubjects randomized to the VG1-CT group will play 60-120 minutes of a selected violent video game during week 2 of the study and play a selected computerized cognitive training program for 60-120 minutes/day during week 3 of the study.
Interventions
Subjects will abstain from all video game play during study participation.
Subjects will play 1 week of violent video game play followed by 1 week of no video game play.
Subjects will play a violent video game for 2 weeks of study participation.
Subjects will play a violent video game for 1 week followed by 1 week of Cognitive Training program.
Eligibility Criteria
You may qualify if:
- Have K-BIT-2 Matrices IQ\>70.
- Must be 18-29 years old for the entire study.
- Only males will participate in the study.
- Must be judged by the investigator to be reliable and cooperative for clinic visits and procedures.
- Must speak English, be proficient in spoken and written English, and have an educational level and understanding of English required to complete all tests and questionnaires. This is important because some of the tests require automatic and rapid processing of written English.
- Must have a baseline level of violent video game play averaging less than or equal to 2 hours per week in the year prior to the study, and must have a baseline level of total video game play averaging less than or equal to 5 hours per week in the year prior to the study. These values are based on research by Kronenberger et al. (2005a) showing that nonviolent control adolescent subjects averaged about 2-3 hours of video game play in a week (of which 1-2 hours are spent with violent video games), compared to aggressive adolescent subjects, who averaged about 4-7 hours of video game play per week (of which 3-4 hours are spent with violent video games). Green and Bavalier (2003) based their selection criteria for "action video game players" (VGP) on an average of 1 hour per day for 4 days a week of violent/action video game play and found differences between the VGP group and a non-VGP group on visual processing. It is important to select subjects who are not frequent game players in order for the experimental manipulation (8-16 hours of violent video game play) to be different from their baseline behavioral habits.
- Must be willing to make lifestyle changes about media habits during the 3-5 week duration of the study.
- Must have basic level of proficiency with computer to load and play video games.
You may not qualify if:
- Organic brain conditions or seizure disorder (history of febrile seizures with no neurological sequelae is acceptable).
- Any physical condition or risk that would preclude or invalidate an MRI.
- Any current mental health diagnosis (other than Adjustment Disorder), based on the Adult Inventory - 4 and follow-up questions from the interviewer, which would be defined as moderate or more severe using the Clinical Global Index - Severity.
- Treatment of a behavioral or emotional problem (excluding normal adjustment issues, such as adjustment to divorce) by a mental health professional in the past year.
- Any historical diagnoses of Attention-Deficit/Hyperactivity Disorder, Conduct Disorder, Oppositional-Defiant Disorder, Bipolar Disorder, Schizophrenia (or other disorder involving psychosis), Personality Disorders, or Pervasive Developmental Disorders.
- Any history of Attention-Deficit/Hyperactivity Disorder, Conduct Disorder, Oppositional-Defiant Disorder, Bipolar Disorder, Schizophrenia (or other disorder involving psychosis), Personality Disorders, or Pervasive Developmental Disorders in first degree relatives (mother, father, siblings, children).
- Current diagnosis of Substance Abuse or Dependence
- Use of psychotropic medication for treatment of a mental or behavioral disorder at any time in the study or in the year prior to the study.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (2)
Radiology-- Research 2 building
Indianapolis, Indiana, 46202, United States
Riley Outpatient Center Rm 4300
Indianapolis, Indiana, 46202, United States
Related Links
MeSH Terms
Interventions
Intervention Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Vincent P Mathews, MD
Indiana University
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
June 11, 2008
First Posted
June 18, 2008
Study Start
July 1, 2008
Primary Completion
March 1, 2011
Study Completion
December 1, 2018
Last Updated
May 3, 2012
Record last verified: 2012-04