The overall aim of this experimental study is to apply the new paradigm of substance addiction intervention to the study of Internet gaming disorder(IGD) subjects' intervention.
This study is based on the retrieval-extinction paradigm.As with the efficacy, the experiment aims to test the effect of the retrieval-extinction paradigm on game craving and behave of IGD subjects, so as to provide an empirical basis for the development of effective intervention means of Internet gaming disorder.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
BASIC_SCIENCE
Masking
SINGLE
Enrollment
60
During one training session,participants will first view a 5-min retrieval video containing gaming content and then, 10 minutes later, receive 1-hour of extinction training in which they will be administered four sequences of video, picture and in vivo gaming cues. The whole training includes 2 training sessions. Participants will receive one training session once a day for two consectutive days.
During one session,participants will first view a 5-min neutral video and then, 10 minutes later, receive 1-hour of extinction training in which they will be administered four sequences of video, picture and in vivo gaming cues. The whole procedure includes 2 sessions. Participants will receive one session once a day for two consectutive days.
State Key Laboratory of Cognitive Neuroscience and Learning, Beijing Normal University
Beijing, Beijing Municipality, China
RECRUITINGMean Change in gaming craving at cue-reactivity task between the two test sessions
Participants were asked to passively watch three kinds of videos and rate their craving immediately after each video clip using 10-point visual analog scales.The task assesses the severity of cue-induced craving for Internet gaming, with high scores indicating great cue-induced craving.
Time frame: baseline , one day after training
Mean Change in gaming Craving
The Brief Questionnaire of gaming Urges questionnaire is a 10-item gaming urge questionnaire with scores ranging from 0 to 10 to assess gaming craving. The questionnaire assesses the severity of craving for Internet gaming behavior, with high scores indicating great craving.
Time frame: The questionnaire is given to participants to record their gaming craving at baseline、after the first day of training、after the second day of training、one day after training、1 week and 1 month after tranning respectively
Mean Change in gaming time at baseline、1-Week and 1-month Follow-Up
At the baseline、end of the first week and month test session, participants will receive a diary in which to record the gaming time after the 1-week and 1-month follow-up period.
Time frame: A diary is given to participants to record their gaming time at baseline、 1-week and 1-month
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