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Helping Adolescents with Internet Gaming Addiction: Effects of a Brain-Training Program

APPLICABILITY OF A BRIEF NEUROCOGNITIVE INTERVENTION FOR ADOLESCENTS WITH INTERNET GAMING DISORDER: THE IGNITE-A TRIAL - IGNITE-A

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
CTRI
Registry ID
CTRI/2025/09/093989
Enrollment
60
Registered
2025-09-01
Start date
Unknown
Completion date
Unknown
Last updated
2025-09-15

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Health Condition 1: F638- Other impulse disorders

Interventions

Intervention1: Brief neurocognitive intervention for adolescents with gaming addiction: Name of intervention: Neurocognitive Intervention for Gaming Addiction in Adolescents Description: The intervent

Sponsors

KRITI KANWAR
Lead Sponsor

Eligibility

Inclusion criteria

Inclusion criteria: Adolescents with problematic online gaming behaviours as their main complaint who endorse at least five out of nine criteria of Internet Gaming Disorder in DSM 5. Adolescents of either gender aged 13 years to less than 19 years. Adolescents providing written assent to participate in the study. Caregivers providing written informed consent for participation of their adolescent. Right handed adolescents who can speak, read and write in English.

Exclusion criteria

Exclusion criteria: Adolescents with dependence on substances such as alcohol, cannabinoids, solvents, opioids, stimulants, cocaine, sedatives, hypnotics and hallucinogens except nicotine and caffeine. Adolescents diagnosed with genetic syndromes or neurodevelopmental disorders known to affect executive functions such as Fragile X syndrome, Williams syndrome, intellectual disability, ADHD, communication disorder, autism spectrum disorder, specific learning disorder, or motor disorder. Adolescents with conduct disorder, neurological illness, traumatic brain injury, or any physical disability interfering with participation in the study. Adolescents with past or current history of psychosis.

Design outcomes

Primary

MeasureTime frame
Primary outcomes include improvement in executive functioning (attention, planning, mental flexibility, working memory, and response inhibition), reduction in gaming addiction severity, and enhancement of quality of life in adolescents with Internet Gaming Disorder in the experimental group compared to the control group. Timepoint: 7 weeks

Secondary

MeasureTime frame
Secondary outcomes include improvement in emotional regulation, academic performance, social functioning, sleep quality, motivation for alternative activities, self-esteem, and reduction in parental stress. Timepoint: 11 weeks

Countries

India

Contacts

Public ContactDr VARUN SMEHTA

CENTRAL INSTITUTE OF PSYCHIATRY, RANCHI

Kritikanwar369@gmail.com7023753844

Outcome results

None listed

Source: CTRI (via WHO ICTRP) · Data processed: Feb 4, 2026