Emotional Association Bias Modification Training in Individuals With IGD
Efficacy and Mechanisms Underlying Emotional Association Bias Modification in Individuals With IGD
1 other identifier
interventional
87
1 country
1
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
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P50-P75 for not_applicable
Started Aug 2019
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
First Submitted
Initial submission to the registry
August 20, 2019
CompletedStudy Start
First participant enrolled
August 23, 2019
CompletedFirst Posted
Study publicly available on registry
August 28, 2019
CompletedPrimary Completion
Last participant's last visit for primary outcome
February 28, 2020
CompletedStudy Completion
Last participant's last visit for all outcomes
February 28, 2020
CompletedJuly 5, 2022
June 1, 2022
6 months
August 20, 2019
June 30, 2022
Conditions
Outcome Measures
Primary Outcomes (3)
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
baseline , the 1st day after training
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.
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
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.
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 (4)
Changes in positive healthy-activity-related EAB
baseline and the 1st day after training
Changes in IGD severity
baseline, the 4th week after training, the 8th week after training
Changes in weekly gaming time
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
Changes in craving
baseline , the 1st day after training
Study Arms (2)
EABM training group
EXPERIMENTALabout 40 individuals with IGD will be randomly assigned to the EABM training group
Control training group
PLACEBO COMPARATORabout another 40 individuals with IGD will be randomly assigned to the control training group
Interventions
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.
In the control group, neutral words instead of emotional words are used. All other settings are the same with those in the intervention group
Eligibility Criteria
You may qualify if:
- 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
You may not qualify if:
- current or history of use of illegal substances and other addictions;
- current or history of psychiatric or neurological illness;
- current use of psychotropic medications.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
State Key Laboratory of Cognitive Neuroscience and Learning, Beijing Normal University
Beijing, Beijing Municipality, 100875, China
Related Publications (2)
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.
PMID: 26026385BACKGROUNDWu L, Xu J, Song K, Zhu L, Zhou N, Xu L, Liu G, Wang Z, Wang R, Qin S, Fang X, Zhang J, Potenza MN. Emotional bias modification weakens game-related compulsivity and reshapes frontostriatal pathways. Brain. 2022 Dec 19;145(12):4210-4221. doi: 10.1093/brain/awac267.
PMID: 35861265DERIVED
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Jintao Zhang, phD
Beijing Normal University
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- DOUBLE
- Who Masked
- PARTICIPANT, INVESTIGATOR
- Masking Details
- the grouping is blind to both participants and the investigator
- Purpose
- BASIC SCIENCE
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Professor
Study Record Dates
First Submitted
August 20, 2019
First Posted
August 28, 2019
Study Start
August 23, 2019
Primary Completion
February 28, 2020
Study Completion
February 28, 2020
Last Updated
July 5, 2022
Record last verified: 2022-06
Data Sharing
- IPD Sharing
- Will share
- Shared Documents
- STUDY PROTOCOL, SAP, ICF, CSR, ANALYTIC CODE
- Time Frame
- 1 year after the publication of related paper , for 3 years
- Access Criteria
- By contacting the principal investigator. Email : zhangjintao@bnu.edu.cn
we will share individual participant data when required