Light Therapy for Internet Gaming Disorder
A Randomized Controlled Double-Blind Trial of Light Therapy for Internet Gaming Disorder
1 other identifier
interventional
104
1 country
2
Brief Summary
This project aims to investigate (1) the efficacy of light therapy 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 Dec 2023
Shorter than P25 for not_applicable
2 active sites
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
November 27, 2023
CompletedFirst Posted
Study publicly available on registry
December 11, 2023
CompletedStudy Start
First participant enrolled
December 16, 2023
CompletedPrimary Completion
Last participant's last visit for primary outcome
June 15, 2024
CompletedStudy Completion
Last participant's last visit for all outcomes
June 15, 2024
CompletedJuly 24, 2024
July 1, 2024
6 months
November 27, 2023
July 22, 2024
Conditions
Outcome Measures
Primary Outcomes (5)
changes in IGD severity
The scores of IGD severity will be assessed with the internet addiction test for internet gaming disorder.
baseline , within one day after intervention, and 4-week after intervention
changes in weekly gaming time
weekly gaming time will be recorded by Software.
baseline and within 1 day after intervention
changes in withdrawal symptoms
The scores of withdrawal symptoms will be assessed with the mood and physical symptoms scale.
baseline and within 1 day after intervention
change of BOLD signals
Task-based fMRI and resting state fMRI.
baseline and within 1 day after intervention
changes in craving
Craving will be assessed using a Visual Analog Scale during a cue-reactivity task.
baseline and within 1 day after intervention
Secondary Outcomes (6)
changes in gaming-related compulsive behaviors
baseline and within 1 day after intervention
changes in gaming-related compulsive thoughts
baseline and within 1 day after intervention
changes in the quality and patterns of sleep
baseline and within 1 day after intervention
changes in the severity of depression
baseline and within 1 day after intervention
changes in the severity of anxiety
baseline and within 1 day after intervention
- +1 more secondary outcomes
Study Arms (3)
Light therapy
EXPERIMENTALabout 30 individuals with internet gaming disorder will be randomly assigned to the light therapy group
Light placebo
PLACEBO COMPARATORabout 30 individuals with internet gaming disorder will be randomly assigned to the light placebo group
EABM training group
OTHERabout 30 individuals with internet gaming disorder will be randomly assigned to the EABM training group
Interventions
The light therapy will be administered by custom-made light boxes (LED) with adjustable brightness. The light intensity will be set at 5000 Lux. The intervention will consist of daily exposure for 30 minutes in the morning. The whole intervention includes 14 days.
The light placebo intervention will be administered by custom-made light boxes (LED) with adjustable brightness. The light intensity will be set at less than 200 Lux. The intervention will consist of daily exposure for 30 minutes in the morning. The whole intervention includes 14 days.
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, selecting a fixed word of the word-pair will be associated with a high probability (eighty percent) of getting a monetary reward and a low probability (twenty percent) of no reward, and probabilities will be reversed for the other word. Each training run will comprise 100 gaming picture trials and 100 healthy-activity picture trials, presented in a pseudo-randomized order. Participants will receive two training runs every day. The whole training includes 14 days.
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 Young-Internet addiction Test ≥ 50;
- playing internet games ≥15 h/week for ≥1 year
You may not qualify if:
- current or history of psychiatric or neurological illness;
- current or history of use of illegal substances and other addictions;
- current use of psychotropic medications ;
- any history of head trauma, presence of metal in the body or other contraindication to functional MRI scanning;
- photosensitivity disorders, such as systemic lupus erythematosus and chronic actinic dermatitis.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (2)
South China Normal University
Guangzhou, Guangdong, 510000, China
Jinan University
Guangdong, Guangzhou, 510000, China
MeSH Terms
Conditions
Interventions
Condition Hierarchy (Ancestors)
Intervention Hierarchy (Ancestors)
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- DOUBLE
- Who Masked
- PARTICIPANT, INVESTIGATOR
- Purpose
- BASIC SCIENCE
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Professor Tao
Study Record Dates
First Submitted
November 27, 2023
First Posted
December 11, 2023
Study Start
December 16, 2023
Primary Completion
June 15, 2024
Study Completion
June 15, 2024
Last Updated
July 24, 2024
Record last verified: 2024-07