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Emotion and Craving Regulation Among Individuals With Internet Gaming Disorders

Emotion and Craving Regulation Among Individuals With Internet Gaming Disorder: Cognitive Appraisal and Mindfulness Capacities

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04110548
Enrollment
60
Registered
2019-10-01
Start date
2019-09-26
Completion date
2020-05-30
Last updated
2021-01-27

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

Conditions

Emotion Regulation, Internet Gaming Disorder

Keywords

Emotion and craving regulation

Brief summary

To investigate the potential deficits in emotion and craving regulation capacities of drug-naïve young adults with Internet gaming disorder as compared with healthy controls.

Detailed description

The purpose of this study is to examine the differences in young adults' capacities of utilizing cognitive appraisal versus mindfulness to regulate negative emotions and/or craving in response to negative affective stimuli or gaming cues, respectively. This project will be conducted in Beijing, China.

Interventions

Participants are instructed to complete the emotion assessment after Look or Decrease the neutral or negative pictures. The Decrease asks the participants to use cognitive reappraisal or mindfulness strategies to decrease the intensity of emotion, whereas the Look asks the participants to look naturally at the picture. First, the look or decrease is displayed on the computer for 2 s. Then, a neutral or negative picture is presented on the screen for 7s. Finally, participants will rate the intensity of their emotion for 4s. Then, they have 1s-3s to relax before the next trial. In the meantime, Skin conductance activities will be recorded using a constant voltage with 1-cm 3 AgAg/Cl electrodes attached to the medial phalanx surfaces of the middle and index fingers of the nondominant hand.

PROCEDURECraving Regulation Task

Participants are instructed to complete the craving assessment after Look or Decrease the neutral or gaming pictures. The Decrease asks the participants to use cognitive reappraisal or mindfulness strategies to decrease the intensity of craving, whereas the Look asks the participants to look naturally at the picture. First, the look or decrease is displayed on the computer for 2 s. Second, a neutral or gaming picture is presented on the screen for 7s. Third, participants rate the intensity of their craving for 4s. Then, they have 1s-3s to relax before the next trial. In the meantime, Skin conductance activities will be recorded using a constant voltage with 1-cm 3 AgAg/Cl electrodes attached to the medial phalanx surfaces of the middle and index fingers of the nondominant hand.

Sponsors

Beijing Normal University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
BASIC_SCIENCE
Masking
SINGLE (Subject)

Eligibility

Sex/Gender
ALL
Age
18 Years to 30 Years
Healthy volunteers
Yes

Inclusion criteria

Internet gaming disorders (IGD): 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 Healthy controls (HCs): DSM-5 scores less than 5 and less than 20 hours gaming time per week.

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; being left-handed.

Design outcomes

Primary

MeasureTime frameDescription
Behavioral outcome30- 40 minutes after trainingParticipants' ratings of negative emotion and their skin conductance levels (SCL).

Countries

China

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026