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Light Therapy for Internet Gaming Disorder

A Randomized Controlled Double-Blind Trial of Light Therapy for Internet Gaming Disorder

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06165549
Enrollment
104
Registered
2023-12-11
Start date
2023-12-16
Completion date
2024-06-15
Last updated
2024-07-24

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

Conditions

Internet Gaming Disorder, Light Therapy

Brief summary

This project aims to investigate (1) the efficacy of light therapy on internet gaming disorder (IGD); (2) the underlying neural mechanisms of such efficacy

Interventions

OTHERLight therapy

The light therapy will be administered by custom-made light boxes (LED) with adjustable brightness. The light intensity will be set at 5000 Lux. The intervention will consist of daily exposure for 30 minutes in the morning. The whole intervention includes 14 days.

OTHERLight placebo therapy

The light placebo intervention will be administered by custom-made light boxes (LED) with adjustable brightness. The light intensity will be set at less than 200 Lux. The intervention will consist of daily exposure for 30 minutes in the morning. The whole intervention includes 14 days.

OTHEREmotion Bias Modification Training

The training aims at associating gaming pictures with negative words and pictures of healthy activities with positive words. Gaming pictures are always presented with a pair of negative words. Pictures of healthy activities are always presented with a pair of positive words. Each picture is presented with a fixed pair of words. Participants will be instructed to select one word to get the most monetary reward. Specifically, selecting a fixed word of the word-pair will be associated with a high probability (eighty percent) of getting a monetary reward and a low probability (twenty percent) of no reward, and probabilities will be reversed for the other word. Each training run will comprise 100 gaming picture trials and 100 healthy-activity picture trials, presented in a pseudo-randomized order. Participants will receive two training runs every day. The whole training includes 14 days.

Sponsors

Jinan University Guangzhou
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
BASIC_SCIENCE
Masking
DOUBLE (Subject, Investigator)

Eligibility

Sex/Gender
ALL
Age
18 Years to 28 Years
Healthy volunteers
No

Inclusion criteria

1. the 5th edition of Diagnostic and Statistical Manual of Mental Disorders (DSM-5 ) recommended diagnosis of Internet gaming disorder; 2. the scores of the Young-Internet addiction Test ≥ 50; 3. playing internet games ≥15 h/week for ≥1 year

Exclusion criteria

1. current or history of psychiatric or neurological illness; 2. current or history of use of illegal substances and other addictions; 3. current use of psychotropic medications ; 4. any history of head trauma, presence of metal in the body or other contraindication to functional MRI scanning; 5. photosensitivity disorders, such as systemic lupus erythematosus and chronic actinic dermatitis.

Design outcomes

Primary

MeasureTime frameDescription
changes in IGD severitybaseline , within one day after intervention, and 4-week after interventionThe scores of IGD severity will be assessed with the internet addiction test for internet gaming disorder.
changes in weekly gaming timebaseline and within 1 day after interventionweekly gaming time will be recorded by Software.
changes in withdrawal symptomsbaseline and within 1 day after interventionThe scores of withdrawal symptoms will be assessed with the mood and physical symptoms scale.
change of BOLD signalsbaseline and within 1 day after interventionTask-based fMRI and resting state fMRI.
changes in cravingbaseline and within 1 day after interventionCraving will be assessed using a Visual Analog Scale during a cue-reactivity task.

Secondary

MeasureTime frameDescription
changes in gaming-related compulsive behaviorsbaseline and within 1 day after interventionThe scores of gaming-related compulsive behaviors will be assessed with the Yale-Brown Obsessive-Compulsive Scale modified for internet gaming disorder.
changes in the severity of two emotion regulation strategies, cognitive reappraisal and expressive suppressionbaseline and within 1 day after interventionThe scores of emotion regulation strategies will be assessed with the Emotion Regulation Questionnaire (ERQ)
changes in gaming-related compulsive thoughtsbaseline and within 1 day after interventionThe scores of gaming-related compulsive thoughts will be assessed with the Yale-Brown Obsessive-Compulsive Scale modified for internet gaming disorder.
changes in the quality and patterns of sleepbaseline and within 1 day after interventionThe scores of the quality and patterns of sleep will be assessed with the Pittsburgh Sleep Quality Index (PSQI).
changes in the severity of depressionbaseline and within 1 day after interventionThe scores of the severity of depression will be assessed with the Beck Depression Inventory(BDI)
changes in the severity of anxietybaseline and within 1 day after interventionThe scores of the severity of anxiety will be assessed with the Beck Anxiety Inventory (BAI)

Countries

China

Outcome results

None listed

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