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Mechanisms and Interventions of Social Reward on Cognitive Control in Internet Gaming Disorder

Mechanisms and Interventions of Social Reward Modulating Cognitive Control in Internet Gaming Disorder Via the dACC-DLPFC Circuit

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06957392
Enrollment
60
Registered
2025-05-04
Start date
2026-01-25
Completion date
2026-12-25
Last updated
2026-07-22

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

Conditions

Internet Gaming Disorder

Keywords

Internet gaming disorder, Cognitive control, dACC-DLPFC, Social reward

Brief summary

Internet Gaming Disorder (IGD) involves impaired cognitive control linked to reduced social reward and dACC-DLPFC brain circuit dysfunction. Enhancing social reward may restore this circuit and improve symptoms. This study uses psychological interventions and neuroimaging to explore and treat IGD.

Detailed description

Cognitive control decline is a key factor in the long-term persistence of Internet Gaming Disorder (IGD). The dorsal anterior cingulate cortex (dACC)-dorsolateral prefrontal cortex (DLPFC) circuit serves as the neural mechanism underlying the maintenance of normal cognitive control function. Social reward activities have been shown to enhance the function of both the dACC and DLPFC. IGD patients exhibit reduced social reward sensitivity alongside diminished functional activity in these two brain regions. Our previous research found that psychological interventions aimed at improving cognitive control can alleviate IGD symptoms; however, individuals with poor social interaction still show limited improvement. Based on these findings, we propose the hypothesis that reduced social reward sensitivity in IGD leads to weakened functional connectivity of the dACC-DLPFC circuit, resulting in cognitive control deficits and exacerbation of IGD behaviors. Enhancing social reward is expected to promote functional connectivity within the dACC-DLPFC circuit, thereby improving cognitive control and mitigating IGD symptoms. To test this hypothesis, we will conduct the following studies: (1) Employing a combination of E-Prime behavioral paradigms, event-related potentials (ERP), and neuroimaging techniques to investigate the attenuated facilitative effects of social reward on cognitive control in IGD patients, and examine its correlation with reduced functional connectivity in the dACC-DLPFC circuit. (2) Designing a psychological intervention aimed at enhancing social reward sensitivity, to evaluate its efficacy in improving cognitive control and reducing IGD severity.

Interventions

BEHAVIORALSystematic self-help training program for enhancing social reward

Based on previous research, this study has made significant innovations and optimizations within the traditional framework of Acceptance and Commitment Therapy (ACT). We have specifically developed a systematic self-help training module aimed at enhancing social reward, which includes components such as social scenario experience, social skills training, and the improvement of social reward sensitivity. A single-blind randomized controlled trial will be conducted, dividing IGD participants into two groups. The SRI group (Social Reward Intervention group) will receive a psychological self-help training program designed to improve social reward, while the other (Control group) will receive a course introducing general knowledge about Internet Gaming Disorder. Both groups will have identical learning durations and modalities. The self-help training consists of 8 sessions, delivered twice weekly through a blended online and offline learning format, lasting approximately one month.

BEHAVIORALgeneral knowledge about Internet Gaming Disorder .

A single-blind randomized controlled trial is conducted. 30 people, assigned to Control group, was provided with standard educational courses introducing general knowledge about Internet Gaming Disorder. Assessments including standardized scales, behavioral tests, and neuroimaging are conducted once before and once after the intervention. During the course, participants will receive twice-weekly online guidance sessions totaling eight sessions. The entire intervention lasts approximately one month, with follow-up assessments conducted at 3, 6, and 12 months post-intervention.

Sponsors

The First Affiliated Hospital of Bengbu Medical University
Lead SponsorOTHER
Bengbu Medical University
CollaboratorUNKNOWN

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
18 Years to 35 Years
Healthy volunteers
No

Inclusion criteria

* Individuals aged between 18 and 35 years, irrespective of gender, having completed a minimum of 9 years of education and capable of effectively cooperating in questionnaire evaluations. * Consent to actively cooperate in the completion of subsequent follow-up assessments. * All are right-handed * The Gaming Disorder Screening (GDSS) Scale score ≥ 47 points; * The main game played is Honor of Kings; Average weekly gaming time (Honor of Kings) greater than 21 hours, maintained for over one year; More than 50% of daily internet time spent playing online games;

Exclusion criteria

* Severe cognitive functional impairments manifested through a history of head trauma, cerebrovascular diseases, epilepsy, etc., or usage of cognitive enhancement drugs in the past 6 months; an intellectual disability with an IQ score less than 70. * A diagnosis of schizophrenia or other severe mental illnesses as per the DSM-5 criteria. * Abuse or dependence on other psychoactive substances (excluding nicotine) within the past 5 years. * Severe organic diseases that might compromise study participation. * Color blindness or color weakness

Design outcomes

Primary

MeasureTime frameDescription
Severity of Gaming Disorderthrough study completion, an average of 1 monthThe severity of gaming disorder was assessed using the Gaming Disorder Screening Scale (GDSS), which consists of 18 Likert-scale items. Each item has four response options (1 = never; 2 = sometimes; 3 = often; 4 = always), with a total score range of 18 to 72. Based on receiver operating characteristic (ROC) analysis using ICD-11 as the gold standard, a total score of ≥47 indicates a high risk of gaming disorder
Social Rewardthrough study completion, an average of 1 monthSocial reward function was measured using the Social Pleasure subscale of the Multidimensional Anhedonia Scale. This subscale includes 4 items, and participants were first asked to list two current or past social activities that brought them happiness, then to respond to each item assessing aspects such as willingness to engage in these activities and the pleasure experienced during participation.
Executive Functionthrough study completion, an average of 1 monthExecutive function was evaluated using the Behavior Rating Inventory of Executive Function-Adult Version (BRIEF-A), comprising 75 items scored on a 3-point Likert scale ranging from "never" to "often." Higher scores on the Global Executive Composite (GEC) reflect greater executive function impairment.

Secondary

MeasureTime frameDescription
Changes of Behavioral Indicatorsthrough study completion, an average of 1 monthBehavioral measures included performance indices from the Social Incentive Delay Task and a Social Reward-modified Stop-Signal Task, including hit rate, reaction time for correct hits, Stop-Signal Delay (SSD), and Stop-Signal Reaction Time (SSRT). A reduced hit rate and prolonged reaction time under social reward cue conditions in the Social Incentive Delay Task indicate impaired social reward processing. In the Stop-Signal Task, a higher SSD and shorter SSRT under reward conditions compared to no-reward groups suggest that social reward enhances cognitive control.
Changes of Electrophysiological Indicatorsthrough study completion, an average of 1 monthEvent-related potential (ERP) components N200 and P300 elicited during the Stop-Signal Task were analyzed with respect to amplitude and latency. N200 amplitude indexed conflict monitoring, while P300 latency reflected inhibitory control capacity.
Neuroimaging Indicatorsthrough study completion, an average of 1 monthFunctional magnetic resonance imaging (fMRI) was used to assess the strength of functional connectivity between the dorsal anterior cingulate cortex (dACC) and the dorsolateral prefrontal cortex (DLPFC)

Countries

China

Contacts

CONTACTDongliang Jiao, doctor
jdl3925697@163.com15005527903
STUDY_CHAIRDongliang Jiao, doctor

School of Mental Health, Bengbu Medical University

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Jul 23, 2026