In this study, the investigators aimed to investigate the effect of transcranial direct current stimulation (tDCS) on clinical status of Internet game addiction. The clinical status of Internet game addiction includes severity of addiction symptom, subjective craving for gaming, response inhibition and cue reactivity. The investigators hypothesized that real stimulation with tDCS on the dorsolateral prefrontal cortex will have higher effectiveness on severity of addiction symptom, subjective craving for gaming, response inhibition and cue reactivity rather than sham stimulation with tDCS.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
TREATMENT
Masking
DOUBLE
Enrollment
31
tDCS is a non-invasive brain stimulation. Real stimulation includes 2mA current for 20 minutes per session. Two sessions a day for 5 consecutive days (Total: 10 sessions) will be applied.
Sham stimulation includes 0mA current for 20 minutes per session. Two sessions a day for 5 consecutive days (Total: 10 sessions) will be applied.
SMG-SNU Boramae Medical Center
Seoul, South Korea
Young Internet Addiction Test (Y-IAT)
The Y-IAT is rated on a five-point scale. Total scores for all 20 items range from 20 to 100.
Time frame: baseline
Young Internet Addiction Test (Y-IAT)
The Y-IAT is rated on a five-point scale. Total scores for all 20 items range from 20 to 100.
Time frame: 1 week
Young Internet Addiction Test (Y-IAT)
The Y-IAT is rated on a five-point scale. Total scores for all 20 items range from 20 to 100.
Time frame: 5 week
Young Internet Addiction Test (Y-IAT)
The Y-IAT is rated on a five-point scale. Total scores for all 20 items range from 20 to 100.
Time frame: 25 week
Direction error and successful stop ratio in the Stop signal task
The stop signal task is a neurocognitive task for assessing response inhibition.
Time frame: baseline, 5 weeks, 25 weeks
Barratt impulsiveness scale-11
Barratt impulsiveness scale-11 is a self-report questionnaire consisting of 30 items. Each question has a 4-point scale ranging from 1 (rarely/never) to 4 (almost always/always). This scale scores three subscales: attentional impulsiveness, motor impulsiveness, and nonplanning impulsiveness. The total score ranges from 30 to 120 and higher scores indicate greater impulsivity.
Time frame: baseline, 5 weeks, 25 weeks
Anti-saccade error rate in the attentional bias task
The attentional bias task is measured by anti-saccade task using eye-tracking analysis for assessing attentional bias on Internet gaming stimuli.
Time frame: baseline, 5 weeks, 25 weeks
Late positive potential in the cue reactivity event-related potential
Event-related potential measures with cue reactivity task
Time frame: baseline, 5 weeks, 25 weeks
Visual analogue scale
Subjective craving for Internet gaming ranging from 0 to 10. Higher score represents higher craving for gaming.
Time frame: baseline, 1 week, 5 weeks, 25 weeks
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