Mechanisms and Interventions of Social Reward on Cognitive Control in Internet Gaming Disorder
1 other identifier
interventional
60
1 country
1
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
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Dec 2024
Typical duration 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
Study Start
First participant enrolled
December 25, 2024
CompletedFirst Submitted
Initial submission to the registry
April 26, 2025
CompletedFirst Posted
Study publicly available on registry
May 4, 2025
CompletedPrimary Completion
Last participant's last visit for primary outcome
December 25, 2026
ExpectedStudy Completion
Last participant's last visit for all outcomes
December 25, 2026
May 7, 2025
May 1, 2025
2 years
April 26, 2025
May 3, 2025
Conditions
Keywords
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
EXPERIMENTAL1. 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.
general knowledge about Internet Gaming Disorder .
OTHER1. 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.
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.
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.
Eligibility Criteria
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
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- STUDY CHAIR
Dongliang Jiao, doctor
School of Mental Health, Bengbu Medical University
Central Study Contacts
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