Light Therapy for Internet Gaming Disorder

NCT ID: NCT06165549

Last Updated: 2024-07-24

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

104 participants

Study Classification

INTERVENTIONAL

Study Start Date

2023-12-16

Study Completion Date

2024-06-15

Brief Summary

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This project aims to investigate (1) the efficacy of light therapy on internet gaming disorder (IGD); (2) the underlying neural mechanisms of such efficacy

Detailed Description

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Conditions

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Internet Gaming Disorder Light Therapy

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

BASIC_SCIENCE

Blinding Strategy

DOUBLE

Participants Investigators

Study Groups

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Light therapy

about 30 individuals with internet gaming disorder will be randomly assigned to the light therapy group

Group Type EXPERIMENTAL

Light therapy

Intervention Type OTHER

The light therapy will be administered by custom-made light boxes (LED) with adjustable brightness. The light intensity will be set at 5000 Lux. The intervention will consist of daily exposure for 30 minutes in the morning. The whole intervention includes 14 days.

Light placebo

about 30 individuals with internet gaming disorder will be randomly assigned to the light placebo group

Group Type PLACEBO_COMPARATOR

Light placebo therapy

Intervention Type OTHER

The light placebo intervention will be administered by custom-made light boxes (LED) with adjustable brightness. The light intensity will be set at less than 200 Lux. The intervention will consist of daily exposure for 30 minutes in the morning. The whole intervention includes 14 days.

EABM training group

about 30 individuals with internet gaming disorder will be randomly assigned to the EABM training group

Group Type OTHER

Emotion Bias Modification Training

Intervention Type OTHER

The training aims at associating gaming pictures with negative words and pictures of healthy activities with positive words. Gaming pictures are always presented with a pair of negative words. Pictures of healthy activities are always presented with a pair of positive words. Each picture is presented with a fixed pair of words. Participants will be instructed to select one word to get the most monetary reward. Specifically, selecting a fixed word of the word-pair will be associated with a high probability (eighty percent) of getting a monetary reward and a low probability (twenty percent) of no reward, and probabilities will be reversed for the other word. Each training run will comprise 100 gaming picture trials and 100 healthy-activity picture trials, presented in a pseudo-randomized order. Participants will receive two training runs every day. The whole training includes 14 days.

Interventions

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Light therapy

The light therapy will be administered by custom-made light boxes (LED) with adjustable brightness. The light intensity will be set at 5000 Lux. The intervention will consist of daily exposure for 30 minutes in the morning. The whole intervention includes 14 days.

Intervention Type OTHER

Light placebo therapy

The light placebo intervention will be administered by custom-made light boxes (LED) with adjustable brightness. The light intensity will be set at less than 200 Lux. The intervention will consist of daily exposure for 30 minutes in the morning. The whole intervention includes 14 days.

Intervention Type OTHER

Emotion Bias Modification Training

The training aims at associating gaming pictures with negative words and pictures of healthy activities with positive words. Gaming pictures are always presented with a pair of negative words. Pictures of healthy activities are always presented with a pair of positive words. Each picture is presented with a fixed pair of words. Participants will be instructed to select one word to get the most monetary reward. Specifically, selecting a fixed word of the word-pair will be associated with a high probability (eighty percent) of getting a monetary reward and a low probability (twenty percent) of no reward, and probabilities will be reversed for the other word. Each training run will comprise 100 gaming picture trials and 100 healthy-activity picture trials, presented in a pseudo-randomized order. Participants will receive two training runs every day. The whole training includes 14 days.

Intervention Type OTHER

Eligibility Criteria

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Inclusion Criteria

1. the 5th edition of Diagnostic and Statistical Manual of Mental Disorders (DSM-5 ) recommended diagnosis of Internet gaming disorder;
2. the scores of the Young-Internet addiction Test ≥ 50;
3. playing internet games ≥15 h/week for ≥1 year

Exclusion Criteria

1. current or history of psychiatric or neurological illness;
2. current or history of use of illegal substances and other addictions;
3. current use of psychotropic medications ;
4. any history of head trauma, presence of metal in the body or other contraindication to functional MRI scanning;
5. photosensitivity disorders, such as systemic lupus erythematosus and chronic actinic dermatitis.
Minimum Eligible Age

18 Years

Maximum Eligible Age

28 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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Jinan University Guangzhou

OTHER

Sponsor Role lead

Responsible Party

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Qian Tao

Professor Tao

Responsibility Role PRINCIPAL_INVESTIGATOR

Locations

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South China Normal University

Guangzhou, Guangdong, China

Site Status

Jinan University

Guangdong, Guangzhou, China

Site Status

Countries

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China

Other Identifiers

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Internet Gaming Disorder

Identifier Type: -

Identifier Source: org_study_id

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