Internet Gaming Disorder
Conditions
Brief summary
To investigate whether and how the CBM training will alleviate the symptoms of addiction in Internet gaming disorders.
Detailed description
The purpose of this study is to use the modification training of cognitive bias to ameliorate the severity and symptoms of Internet gaming disorders(IGD); the neural mechanisms of cognitive bias modification and its effect during cued-induced craving task in subjects with IGD will be investigated as well. This project will be conducted in Beijing, China.
Interventions
participants will be random-assigned into one of training groups. Participants in the modification group will receive modified training of 400 trials for six sessions during six days, the same as the sham group.The difference between these two groups is the proportion of push/pull trials. The sequence of the interventions will be counterbalanced across participants, and the callback will be conduct after one week.
participants will be random-assigned into one of training groups. Participants in the modification group will receive modified training of 400 trials for six sessions during six days, the same as the sham group.The difference between these two groups is the proportion of push/pull trials. The sequence of the interventions will be counterbalanced across participants, and the callback will be conduct after one week.
Sponsors
Study design
Masking description
double blind: both participants and experimenters won't know which group is training group or sham control group.
Intervention model description
The investigators assigned subjects to two training groups and collected pre - and post-test data
Eligibility
Inclusion criteria
1, DSM-5 recommended diagnosis of Internet gaming disorder : 1. the scores of the 9 items of DSM-5 recommended diagnosis for Internet gaming disorder ≥ 5. 2. engagement in popular Internet games (e.g. Arena of Valor, League of Legends and Player Unknown's Battle Grounds) for over 20 hours per week for a minimum of 12 months. 2, the scores of the Y-IAT(Young-Internet addiction Test) ≥ 50
Exclusion criteria
current or history of use of illegal substances and gambling; current or history of psychiatric or neurological illness; current use of psychotropic medications.
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Behavioral outcome | 60- 80 minutes after training | Cognitive bias outside fMRI measured by AAT task takes the response times\[\[Push\_game\_pic-Pull\_game\_pic\]-\[Push\_object\_pic - Pull\_object\_pic\])\] as the index. The response times (cognitive bias scores) will be calculated under Repeated Measurement Anova by using SPSS software. |
| Resting-state functional connectivity alterations in brain. | 30-45 minutes after training | Using seed-based and network level functional connectivity analysis, as well as graph theory analysis , functional connectivity in brain under eight minutes resting state will be detected and compared between CBM training group and sham group |
| task-based fMRI brain activation | 45-60 minutes after training | The active of the brain regions in mPFC and VS during AAT task changes after CBM training compared with the sham. There should be an decrease in ventral striatum and amygdala during the cue-induced task. These task-based fMRI data will be contrasted using SPM. |
| Correlation analysis | 30- 60 minutes after training | The correlation between functional network organization in brain across resting state ( task-based fMRI) and cognitive bias scores will be explored. |
Countries
China