Targeted TDCS Intervention for Internet Gaming Disorder

Trial statusNot yet recruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexAll
Age18-30
SponsorPeking University

About this trial

The aim of this project is to compare the effects of the newly discovered parietal cortex (Pz electrode point) with the dorsolateral prefrontal cortex (F3 electrode point), which has been commonly used in previous studies, and to further develop a closed-loop intervention method of real-time tDCS under on-line electroencephalography (EEG-tDCS), so as to realise an individualised diagnosis and treatment for online game addicts.

This study is divided into two parts, the first part to explore the effectiveness of the new target, using a randomised group design, using tDCS intervention, the subject population is online game addicts, the sample size is about 120. Participants underwent baseline information collection on the first day of the experiment including: basic demographic information, assessment of internet addiction severity and craving; EEG collection in resting state as well as task state (Game Cue Response Task, Signal Stop Task, Iowa Gambling Task). The tDCS intervention under the game cue response task was conducted on the second and third days of the experiment, divided into four groups (the first and second groups were the true-false stimulation groups with the anode at the trapezius muscle at the base of the right neck and the cathode at the subject\'s central parietal cortex; and the third and fourth groups had the anode at the subject\'s left dorsolateral prefrontal cortex, and the cathode at the trapezius muscle at the base of the right neck), with 20 min of intervention each time and the Game craving level was assessed before and after the intervention. Resting-state and task-state (Game Cue Response Task, Signal Stop Task, Iowa Gambling Task) EEG acquisitions were performed at the end of the intervention.The second part of the EEG-tDCS closed-loop intervention was conducted, using a randomised group design with a sample size of about 60 subjects who are addicted to online games. On the first day of the experiment, baseline information was collected, and a personalised EEG classifier model was built for each subject based on the EEG signals of the game cue response task; on the second and third days of the experiment, EEG-tDCS closed-loop intervention was conducted, divided into true intervention and sham intervention groups, with the true intervention group identifying whether subjects were in an addictive state in real time under the game cue response task, and addictive states were identified by giving real-time short-time short-time short-time short-time short-time short-time short-time intervention at target locations. The real-time short-term tDCS intervention was given at the target location for a total duration of 20 minutes, and the level of game craving was assessed after the intervention; at the end of the intervention, the EEG was collected in the resting state and the task state (game cue response task, signal stopping task, and Iowa gambling task). The two-part experiment followed up subjects with weekly post-intervention versus one-month post-intervention gaming severity assessments, with resting-state and task-state (gaming cue-response task, signal-stopping task, Iowa gambling task) electroencephalogram acquisitions.

Eligibility criteria

This trial does not accept healthy volunteers

Qualifiers

Age range of 18-30 years old; and

Familiar with and mainly play King's Honour;

IGDS9-SF score ≥ 32 points

Meets DSM-5 diagnostic criteria for online game addiction;

Disqualifiers

severe mental illness, neurological disorder or physical illness; and

History of substance abuse/dependence (including alcohol);

Contraindications to EEG acquisition;

Colour blindness, colour deficiency or other vision-related eye diseases affecting vision;

Trial design

Design model

Parallel

Treatments tested in this trial

  • tDCS

    Device

    The stimulation pattern for the true intervention was that the current level ramped up from 0 to 2 mA for the first 10 seconds of stimulation, then maintained at 2 mA for 19 minutes and 40 seconds, and then ramped down from 2 mA to 0 mA for the last 10 seconds, all over a 20-minute period.

  • Sham (No Treatment)

    Device

    In contrast to the active intervention, the sham intervention consisted of a current ramp from 0mA to 2mA for the first 20 seconds of stimulus onset, followed by a ramp down to 0mA. the current was maintained at 0mA for 19 minutes and 20 seconds, and then the current was ramped from 0mA to 2mA for the last 20 seconds, followed by a ramp down to 0mA. The entire procedure lasted the same as the active intervention, which lasted for 20 minutes.

Treatment groups

180 Participants
are divided into 6 treatment groups

6

Treatment groups

See each treatment group below.

Group A: Active Intervention Group-Central parietal cortex (cathode)Active comparator 1 intervention
Group B: Sham Intervention Group-Central parietal cortex (cathode)Sham comparator 1 intervention
Group C: Active Intervention Group-Dorsolateral Prefrontal Cortex (anodic)Active comparator 1 intervention
Group D: Sham Intervention Group-Dorsolateral Prefrontal Cortex (anodic)Sham comparator 1 intervention
Group E: Active Intervention Group for EEG-tDCSActive comparator 1 intervention
Group F: Sham Intervention Group for EEG-tDCSSham comparator 1 intervention

Trial outcomes

Primary outcomes

1

Craving Of Game (VAS)

Subjects\' thirst was indicated by scores on a questionnaire (VAS),The range is 0-9, with 0 meaning that you don't want to play the game very much after looking at the picture, and 9 meaning that you want to play the game very much after looking at the picture.

Time frame
"From enrollment to the end of treatment at 1 month"

Secondary outcomes

1

Craving Of Game (Questionnaire on Gaming Urge, Brief Version(QGU-B))

Subjects\' thirst was indicated by scores on a questionnaire (QGU-B),The QGU-B scale consists of 10 items, and the intensity of each item is indicated by a score from 1 to 7, with higher scores indicating a stronger urge to play.

Time frame
"From enrollment to the end of treatment at 1 month"
2

Severity of game addiction (DSM-5)

The severity of the subject\'s gaming addiction is indicated by the score on the questionnaire (DSM-5),The DSM-5 scale consists of nine items, each of which has a "yes" or "no" choice, with a "yes" choice counting as one point and a "no" choice being indicated by a score from 1 to 7. "The higher the score, the more severe the online game use disorder.

Time frame
"From enrollment to the end of treatment at 1 month"
3

Severity of game addiction (Internet Gaming Disorder Scale-Short-Form(IGD-S9))

The severity of the subject\'s gaming addiction is indicated by the score on the questionnaire (IGD-S9),The IGD-S9 scale consists of nine items with scores ranging from 9 to 45, with higher scores indicating higher levels of addiction.

Time frame
"From enrollment to the end of treatment at 1 month"
4

Electroencephalographic (EEG) index

Brain waves of subjects in resting or task states, include P300 at Pz electrode, point;time frequency of P300 (alpha, theta, beta, delta).

Time frame
"From enrollment to the end of treatment at 1 month"

Other outcomes

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