A Study for the Disrupted Interpersonal Interaction Among Gaming Disorder Individuals and Treatment

Trial statusRecruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexAll
Age18-60
SponsorShanghai Mental Health Center

About this trial

Aiming at the major problems of unclear brain mechanism of gaming disorder and lack of effective assessment intervention tools, this project started by exploring the brain mechanism of abnormal interpersonal interaction and cognitive control deficit promoting and accelerating the development of gaming disorder, adopted a prospective cohort study design, combined with multi-modal brain functional imaging, cognitive function, social psychological assessment, and other means. To clarify the brain mechanism and outcome of gaming disorder. Based on the preliminary stage, for high-risk groups, risky gaming behavior, gaming disorder layout hierarchical multidimensional assessment intervention system, using science education, brief intervention, social psychological intervention, neural regulation, cognitive rehabilitation training, mobile medical treatment, and other ways, stratification and stage, early identification, prevention and treatment combination, accurate intervention to comprehensively reduce the occurrence and development of gaming disorder.

Eligibility criteria

This trial accepts healthy volunteers

Qualifiers

(1)Clinical diagnosis of severe Gaming Disorder defined in the ICD-11; (2)Normal hearing and vision, or within normal range after correction;

Disqualifiers

(1) Clinical diagnosis of mental health disorders other than GD defined in the ICD-11 in the past 5 years;(2) Suffering from diseases that affect cognitive function (such as cerebrovascular diseases) ; (3) Schizophrenia, bipolar disorder, depression or other Axis I disorder of DSM-V criteria;(4)any contraindication for tACS intervention.

Trial design

Design model

Parallel

Treatments tested in this trial

  • tACS

    Device

    We aim to use tACS devices to improve the disrupted interpersonal interaction among gaming disorder individuals.

Treatment groups

60 Participants
are divided into 2 treatment groups
Group A: real tACSActive comparator 1 intervention
Group B: sham tACSSham comparator 1 intervention

Trial outcomes

Primary outcomes

1

cue-induced craving

Craving was assessed by visual analog scales (VAS), with 0 mm being "no craving"and 100 mm representing "most craving ever experienced for gaming ".

Time frame
Two weeks,Four weeks
2

inter-brain synchronization (IBS)

IBS was assessed by fNIRS hyperscanning with WTC analysis. A higher WTC refers to a higher level of inter-brain synchronization.

Time frame
Two weeks,Four weeks
3

cognition measures

Chinese version of the CogState Battery was used to assess cognitive function. We selected five tasks: Two back task (working memory), Continuous paired association task (visual spatial working memory), Groton maze learning task (error monitoring), social emotional cognition (social emotional cognition) and Detection task (processing speed) which were displayed on a green screen with standardized instructions before each task beginning.The accuracy in Two back task, social emotional cognition, and the speed in Detection task, and total errors in Continuous paired association task, Groton maze learning task are our focus.

Time frame
Four weeks

Secondary outcomes

Other outcomes

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