The Effect of Repetitive Transcranial Magnetic Stimulation for Internet Gaming Disorder
1 other identifier
interventional
35
1 country
2
Brief Summary
This study aims to investigate the intervention effects of navigated repetitive transcranial magnetic stimulation (rTMS) on craving regulation in individuals with internet gaming disorder (IGD). The primary objectives include: (1) examining the impact of navigated rTMS over the dorsolateral prefrontal cortex (DLPFC) on the gaming cravings, and craving regulation capacity; and (2) exploring the potential neural mechanisms by which rTMS over the DLPFC improves craving intensity, and craving regulation ability.
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 Oct 2024
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
October 5, 2024
CompletedFirst Posted
Study publicly available on registry
October 10, 2024
CompletedStudy Start
First participant enrolled
October 10, 2024
CompletedPrimary Completion
Last participant's last visit for primary outcome
December 30, 2024
CompletedStudy Completion
Last participant's last visit for all outcomes
June 30, 2025
CompletedOctober 15, 2024
October 1, 2024
3 months
October 5, 2024
October 9, 2024
Conditions
Keywords
Outcome Measures
Primary Outcomes (3)
Change in craving scores in the Cue-Reactivity(CR) task
Comparing the participants who reported craving scores for the game stimuli in the unregulated condition and in the regulated condition in the CR task conducted separately during real rTMS and sham rTMS. Higher scores mean higher craving.
Approximately 10 minutes during real rTMS condition and sham rTMS
Changes in the DLPFC and craving-related brains (striatum, amygdala) activities in the ROC task following rTMS and sham rTMS
This study will compare the changes in DLPFC activity during the ROC task after real rTMS and sham rTMS. In addition, craving-related brain regions (striatum and amygdala) are also concerned.
Approximately 14 minutes - 29 minutes after real rTMS and sham rTMS
Alterations in the functional connectivity between the DLPFC and other brain regions in the ROC task following rTMS and sham rTMS
The present study compares the alterations in functional connectivity between the DLPFC and other brain regions (especially those related to reward) after real TMS and sham TMS.
Approximately 14 minutes - 29 minutes after real rTMS and sham rTMS
Secondary Outcomes (3)
Changes in ReHo and fALFF/ALFF in resting-state following rTMS and sham rTMS
5 minutes-13 minutes after real rTMS and sham rTMS
The DLPFC-based functional connectivity alterations during resting-state fMRI
5 minutes-13 minutes after real rTMS and sham rTMS
The intra- and inter-connectivity within brain networks during resting-state fMRI
5 minutes-13 minutes after real rTMS and sham rTMS
Study Arms (2)
real rTMS on the dlPFC
EXPERIMENTALrTMS on the DLPFC Dorsolateral prefrontal cortex (DLPFC) target will be identified by the baseline functional magnetic resonance imaging (fMRI) study for regulation of craving using a separate sample. During the intervention, each participant will receive an iTBS mode intervention on this DLPFC region.
sham rTMS on the dlPFC
SHAM COMPARATOREach participant will also receive a sham rTMS intervention as a controlled condition.
Interventions
During real rTM session, participants will perform the regulation of craving (ROC). In the rest phase, participants need to relax and rest. In the ROC task, participants will regulate craving elicited by gaming pictures using cognitive reappraisal. During the task, reaction times (RTs) and craving scores wil be recorded.
During the sham rTMS session, participants will perform the regulation of craving (ROC). In the ROC task, participants will regulate craving elicited by gaming pictures using cognitive reappraisal. During the task, reaction times (RTs) and craving scores wil be recorded.
Eligibility Criteria
You may qualify if:
- DSM-V gaming disorder \>5 and scored ≥ 50 on a revised version of Young's online Internet addiction test;
- spent more than 50% of their online time gaming;
- engagement in one of four popular Internet game (Arena of Valor,Genshine, LOL, FPS) for over 20 hours per week for at least 1 year.
You may not qualify if:
- current or history of use of illegal substances and gambling;
- current or history of psychiatric or neurological illness;
- current use of psychotropic medications;
- cognitive impairment as assessed by the Mini-International Neuropsychiatric Interview;
- surgery, head trauma or heart related diseases in the past year;
- a history of epilepsy or seizures or increased risk of seizures for any reason;
- metal implants or tattoos of the neck or head;
- claustrophobia.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (2)
Medical Ethics Committee of Zhenjiang Mental Health Center
Zhenjiang, Jiangsu, China
State Key Laboratory of Cognitive Neuroscience and Learning
Beijing, China
MeSH Terms
Conditions
Interventions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Jin-Tao Zhang, Phd
Beijing Normal University
Central Study Contacts
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- DOUBLE
- Who Masked
- PARTICIPANT, INVESTIGATOR
- Masking Details
- single blind: both participants and experiment won't know the stimulation condition
- Purpose
- BASIC SCIENCE
- Intervention Model
- CROSSOVER
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR INVESTIGATOR
- PI Title
- Professor
Study Record Dates
First Submitted
October 5, 2024
First Posted
October 10, 2024
Study Start
October 10, 2024
Primary Completion
December 30, 2024
Study Completion
June 30, 2025
Last Updated
October 15, 2024
Record last verified: 2024-10