NCT06957392

Brief Summary

Internet Gaming Disorder (IGD) involves impaired cognitive control linked to reduced social reward and dACC-DLPFC brain circuit dysfunction. Enhancing social reward may restore this circuit and improve symptoms. This study uses psychological interventions and neuroimaging to explore and treat IGD.

Trial Health

77
On Track

Trial Health Score

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

Enrollment
60

participants targeted

Target at P25-P50 for not_applicable

Timeline
7mo left

Started Dec 2024

Typical duration for not_applicable

Geographic Reach
1 country

1 active site

Status
recruiting

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

Study Progress68%
Dec 2024Dec 2026

Study Start

First participant enrolled

December 25, 2024

Completed
4 months until next milestone

First Submitted

Initial submission to the registry

April 26, 2025

Completed
8 days until next milestone

First Posted

Study publicly available on registry

May 4, 2025

Completed
1.6 years until next milestone

Primary Completion

Last participant's last visit for primary outcome

December 25, 2026

Expected
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

December 25, 2026

Last Updated

May 7, 2025

Status Verified

May 1, 2025

Enrollment Period

2 years

First QC Date

April 26, 2025

Last Update Submit

May 3, 2025

Conditions

Keywords

Internet gaming disorderCognitive controldACC-DLPFCSocial reward

Outcome Measures

Primary Outcomes (3)

  • Severity of Gaming Disorder

    The severity of gaming disorder was assessed using the Gaming Disorder Screening Scale (GDSS), which consists of 18 Likert-scale items. Each item has four response options (1 = never; 2 = sometimes; 3 = often; 4 = always), with a total score range of 18 to 72. Based on receiver operating characteristic (ROC) analysis using ICD-11 as the gold standard, a total score of ≥47 indicates a high risk of gaming disorder

    through study completion, an average of 1 month

  • Social Reward

    Social reward function was measured using the Social Pleasure subscale of the Multidimensional Anhedonia Scale. This subscale includes 4 items, and participants were first asked to list two current or past social activities that brought them happiness, then to respond to each item assessing aspects such as willingness to engage in these activities and the pleasure experienced during participation.

    through study completion, an average of 1 month

  • Executive Function

    Executive function was evaluated using the Behavior Rating Inventory of Executive Function-Adult Version (BRIEF-A), comprising 75 items scored on a 3-point Likert scale ranging from "never" to "often." Higher scores on the Global Executive Composite (GEC) reflect greater executive function impairment.

    through study completion, an average of 1 month

Secondary Outcomes (3)

  • Changes of Behavioral Indicators

    through study completion, an average of 1 month

  • Changes of Electrophysiological Indicators

    through study completion, an average of 1 month

  • Neuroimaging Indicators

    through study completion, an average of 1 month

Study Arms (2)

Systematic self-help training program for enhancing social reward

EXPERIMENTAL

1. A single-blind randomized controlled trial is conducted. 30 people, assigned to SRI group (Social Reward Intervention group) , will be received a psychological self-help program aimed at enhancing social reward sensitivity. 2. Assessments including standardized scales, behavioral tests, and neuroimaging are conducted once before and once after the intervention. 3. During the course, participants will receive twice-weekly online guidance sessions totaling eight sessions, which mainly focus on practicing ACT (Acceptance and Commitment Therapy) psychological skills, checking progress in social reward learning, and monitoring course advancement. Additionally, one to two offline group discussions are held regularly to enhance treatment adherence and ensure active participation in the self-help program. 4. The entire intervention lasts approximately one month, with follow-up assessments conducted at 3, 6, and 12 months post-intervention.

Behavioral: Systematic self-help training program for enhancing social reward

general knowledge about Internet Gaming Disorder .

OTHER

1. A single-blind randomized controlled trial is conducted. 30 people, assigned to Control group, was provided with standard educational courses introducing general knowledge about Internet Gaming Disorder, while the others are assigned to SRI group (Social Reward Intervention group). Both groups have equivalent learning durations and delivery formats. 2. Assessments including standardized scales, behavioral tests, and neuroimaging are conducted once before and once after the intervention. 3. During the course, participants will receive twice-weekly online guidance sessions totaling eight sessions. 4. The entire intervention lasts approximately one month, with follow-up assessments conducted at 3, 6, and 12 months post-intervention.

Behavioral: general knowledge about Internet Gaming Disorder .

Interventions

Based on previous research, this study has made significant innovations and optimizations within the traditional framework of Acceptance and Commitment Therapy (ACT). We have specifically developed a systematic self-help training module aimed at enhancing social reward, which includes components such as social scenario experience, social skills training, and the improvement of social reward sensitivity. A single-blind randomized controlled trial will be conducted, dividing IGD participants into two groups. The SRI group (Social Reward Intervention group) will receive a psychological self-help training program designed to improve social reward, while the other (Control group) will receive a course introducing general knowledge about Internet Gaming Disorder. Both groups will have identical learning durations and modalities. The self-help training consists of 8 sessions, delivered twice weekly through a blended online and offline learning format, lasting approximately one month.

Systematic self-help training program for enhancing social reward

A single-blind randomized controlled trial is conducted. 30 people, assigned to Control group, was provided with standard educational courses introducing general knowledge about Internet Gaming Disorder. Assessments including standardized scales, behavioral tests, and neuroimaging are conducted once before and once after the intervention. During the course, participants will receive twice-weekly online guidance sessions totaling eight sessions. The entire intervention lasts approximately one month, with follow-up assessments conducted at 3, 6, and 12 months post-intervention.

general knowledge about Internet Gaming Disorder .

Eligibility Criteria

Age18 Years - 35 Years
Sexall
Healthy VolunteersNo
Age GroupsAdult (18-64)

You may qualify if:

  • Individuals aged between 18 and 35 years, irrespective of gender, having completed a minimum of 9 years of education and capable of effectively cooperating in questionnaire evaluations.
  • Consent to actively cooperate in the completion of subsequent follow-up assessments.
  • All are right-handed
  • The Gaming Disorder Screening (GDSS) Scale score ≥ 47 points;
  • The main game played is Honor of Kings; Average weekly gaming time (Honor of Kings) greater than 21 hours, maintained for over one year; More than 50% of daily internet time spent playing online games;

You may not qualify if:

  • Severe cognitive functional impairments manifested through a history of head trauma, cerebrovascular diseases, epilepsy, etc., or usage of cognitive enhancement drugs in the past 6 months; an intellectual disability with an IQ score less than 70.
  • A diagnosis of schizophrenia or other severe mental illnesses as per the DSM-5 criteria.
  • Abuse or dependence on other psychoactive substances (excluding nicotine) within the past 5 years.
  • Severe organic diseases that might compromise study participation.
  • Color blindness or color weakness

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Bengbu Medical University

Bengbu, China

RECRUITING

MeSH Terms

Conditions

Internet Addiction Disorder

Condition Hierarchy (Ancestors)

Technology AddictionBehavior, AddictiveCompulsive BehaviorImpulsive BehaviorBehavior

Study Officials

  • Dongliang Jiao, doctor

    School of Mental Health, Bengbu Medical University

    STUDY CHAIR

Central Study Contacts

Dongliang Jiao, doctor

CONTACT

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
NONE
Purpose
TREATMENT
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

April 26, 2025

First Posted

May 4, 2025

Study Start

December 25, 2024

Primary Completion (Estimated)

December 25, 2026

Study Completion (Estimated)

December 25, 2026

Last Updated

May 7, 2025

Record last verified: 2025-05

Data Sharing

IPD Sharing
Will not share

Locations