Emotion Regulation, Internet Gaming Disorder
Conditions
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.
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
Study design
Eligibility
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
| Measure | Time frame | Description |
|---|---|---|
| Behavioral outcome | 30- 40 minutes after training | Participants' ratings of negative emotion and their skin conductance levels (SCL). |
Countries
China