Effect of Computer-Based Game and HIIT Towards Symptoms, Executive Function and Neuroplasticity in Teens with IGD
The Effect of Combined Intervention (Indonesian Computer-Based Game Therapy and High-Intensity Interval Training) Towards Clinical Symptoms, Executive Function and Neuroplasticity in Adolescents with Internet Gaming Disorder: Study Protocol
1 other identifier
interventional
44
1 country
1
Brief Summary
The goal of this clinical trial is to learn how effective a combined therapy of computer-based game and also high-intensity interval training (HIIT) physical exercise to improve the clinical symptoms, executive function and neuroplasticity in teenagers with Internet Gaming Disorder (IGD). Executive function refers to the brain's ability to manage tasks such as planning, problem-solving, and decision-making. BDNF is a protein crucial for brain health and development. Neuroplasticity is the brain's ability to change and adapt throughout life. High-intensity interval training involves short bursts of intense exercise followed by periods of rest or recovery. The main questions it aims to answer are:
- How effective are computer-based game and HIIT exercises in reducing addiction symptoms of IGD?
- Will computer-based game and HIIT exercise help teens who are addicted to video games to improve their executive function (become more able to plan ahead and meet goals, display self-control and also follow multiple-step directions)?
- Do computer-based game and HIIT exercise help brains of teens with IGD to be more able to change and adapt? Researchers will compare the improvement before and after the therapies. Participants will:
- Undergo both therapies (computer-based game and HIIT) every week for 7 weeks. Computer-based game will be done 3 times/week and HIIT 2 times/week
- fill out forms, interviewed and also have their blood sample taken for a total of three times (before the start of the therapy, during the 4th week of therapy and after the final therapy session on the 7th week)
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 Jan 2025
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 31, 2024
CompletedFirst Posted
Study publicly available on registry
September 3, 2024
CompletedStudy Start
First participant enrolled
January 16, 2025
CompletedPrimary Completion
Last participant's last visit for primary outcome
March 6, 2025
CompletedStudy Completion
Last participant's last visit for all outcomes
July 21, 2025
CompletedSeptember 3, 2024
August 1, 2024
2 months
August 31, 2024
August 31, 2024
Conditions
Keywords
Outcome Measures
Primary Outcomes (3)
Clinical Symptoms
Clinical Symptoms of Internet Gaming Disorder evaluated with Ten-Item Internet Gaming Disorder Test (IGDT-10) questionnaire
Baseline (T0), 4th week of intervention (T1), 7th week of intervention (T2)
Executive Function
Executive Function assessed with Behavior Rating Inventory of Executive Function (BRIEF) questionnaire
Baseline (T0), 4th week of intervention (T1), 7th week of intervention (T2)
Neuroplasticity
Neuroplasticity measured with serum brain-derived neurotrophic factor (BDNF) levels
Baseline (T0), 4th week of intervention (T1), 7th week of intervention (T2)
Study Arms (1)
Combined Intervention Group
EXPERIMENTALThis group will experience both computer-based game therapy and also high-intensity interval training for 7 weeks.
Interventions
Computer-based game intervention will be done three times a week, every morning before school lessons begin or during break time. Researchers will give a brief explanation of the rules on how to play the game before the intervention begins. In the game, participants will act as a fruit truck delivery driver and will have to sort out fruit delivery to different houses according to the instructions of the game. For example, the instruction starts with delivering a yellow-colored banana to a house with a red-colored roof, or delivering a purple-colored grape to a house with a blue-colored roof. Participants will first have to finish a minimum of three tutorial rounds reaching ≥75% correct delivery. Instructions will be divided into four stages; visual stimulus, auditory stimulus, visual stimulus with an obstacle, auditory stimulus with an obstacle. Each round will last for 2 minutes. Total time needed to complete a single computer-based intervention session is around 30-45 minutes.
HIIT will be done two times a week during physical education hours (in the school's sports field) led by the school's physical education teacher and also certified physical trainers who have undergone training supervised by a sports medicine physician. Before the start of each HIIT session, participants will have their pulse rate assessed with a pulse oximetry and then undergo warm-up for 5 minutes. The duration of each HIIT session will be continuously extended starting at around 4 minutes (1 tabata block/8 moves) during the first week to 8 minutes (2 tabata block/16 moves) during the final week. A single tabata block moveset incorporates 8 total moves; squat jump, push up, high skipping, burpees, isometric front plank, multi jumps on bench, mountain climber in hand plank and lateral sprint (5m). Each move will be done for 20 seconds, followed by a 10 second rest. Pulse rate will be assessed again after the HIIT session and then participants will undergo cooling down and relaxation.
Eligibility Criteria
You may qualify if:
- Participants who have filled and agreed to the study by signing the informed assent.
- Parents of the participants have filled and agreed to the interventions by signing the informed consent.
- Participants able to follow instruction and procedure of the study
You may not qualify if:
- Physical disabilities
- Hearing disabilities
- Color blindness
- Respiratory or cardiovascular comorbidities that hinders exercise abilities
- Other psychiatric comorbidities
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Faculty of Medicine, Universitas Indonesia - Dr. Cipto Mangunkusumo General Hospital
Jakarta, DKI Jakarta, Indonesia
MeSH Terms
Conditions
Interventions
Condition Hierarchy (Ancestors)
Intervention Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Eva Suryani, dr., Sp.KJ.
Doctoral Program, Faculty of Medicine, Universitas Indonesia/Dr. Cipto Mangunkusumo General Hospital
Central Study Contacts
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- NA
- Masking
- NONE
- Purpose
- TREATMENT
- Intervention Model
- SINGLE GROUP
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Eva Suryani, dr., Sp.KJ
Study Record Dates
First Submitted
August 31, 2024
First Posted
September 3, 2024
Study Start
January 16, 2025
Primary Completion
March 6, 2025
Study Completion
July 21, 2025
Last Updated
September 3, 2024
Record last verified: 2024-08
Data Sharing
- IPD Sharing
- Will not share