NCT04068064

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

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
87

participants targeted

Target at P50-P75 for not_applicable

Timeline
Completed

Started Aug 2019

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
completed

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

Completed
3 days until next milestone

Study Start

First participant enrolled

August 23, 2019

Completed
5 days until next milestone

First Posted

Study publicly available on registry

August 28, 2019

Completed
6 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

February 28, 2020

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

February 28, 2020

Completed
Last Updated

July 5, 2022

Status Verified

June 1, 2022

Enrollment Period

6 months

First QC Date

August 20, 2019

Last Update Submit

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

EXPERIMENTAL

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

Procedure: EABM training

Control training group

PLACEBO COMPARATOR

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

Procedure: sham training

Interventions

EABM trainingPROCEDURE

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.

EABM training group
sham trainingPROCEDURE

In the control group, neutral words instead of emotional words are used. All other settings are the same with those in the intervention group

Control training group

Eligibility Criteria

Age18 Years - 30 Years
Sexall
Healthy VolunteersNo
Age GroupsAdult (18-64)

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

Location

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: 26026385BACKGROUND
  • Wu 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.

MeSH Terms

Conditions

Internet Addiction Disorder

Condition Hierarchy (Ancestors)

Technology AddictionBehavior, AddictiveCompulsive BehaviorImpulsive BehaviorBehavior

Study Officials

  • Jintao Zhang, phD

    Beijing Normal University

    PRINCIPAL INVESTIGATOR

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
Model Details: a randomized, between-subject design, including an intervention group and a control group
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

we will share individual participant data when required

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

Locations