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Completed

NCT Number: NCT06165549

Light Therapy for Internet Gaming Disorder

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

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Key information

Age range

18 year–28 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

South China Normal University, Guangzhou, Guangdong, China

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Who can participate

Healthy volunteers accepted: No

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

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

Exclusion criteria

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

Treatment and study plan

light therapy

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 therapy

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.

Emotion Bias Modification Training

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.

Primary outcomes

  1. changes in IGD severity

    Time frame: baseline , within one day after intervention, and 4-week after intervention

    The scores of IGD severity will be assessed with the internet addiction test for internet gaming disorder.

  2. changes in weekly gaming time

    Time frame: baseline and within 1 day after intervention

    weekly gaming time will be recorded by Software.

  3. changes in withdrawal symptoms

    Time frame: baseline and within 1 day after intervention

    The scores of withdrawal symptoms will be assessed with the mood and physical symptoms scale.

  4. change of BOLD signals

    Time frame: baseline and within 1 day after intervention

    Task-based fMRI and resting state fMRI.

  5. changes in craving

    Time frame: baseline and within 1 day after intervention

    Craving will be assessed using a Visual Analog Scale during a cue-reactivity task.

Secondary outcomes

  1. changes in gaming-related compulsive behaviors

    Time frame: baseline and within 1 day after intervention

    The scores of gaming-related compulsive behaviors will be assessed with the Yale-Brown Obsessive-Compulsive Scale modified for internet gaming disorder.

  2. changes in gaming-related compulsive thoughts

    Time frame: baseline and within 1 day after intervention

    The scores of gaming-related compulsive thoughts will be assessed with the Yale-Brown Obsessive-Compulsive Scale modified for internet gaming disorder.

  3. changes in the quality and patterns of sleep

    Time frame: baseline and within 1 day after intervention

    The scores of the quality and patterns of sleep will be assessed with the Pittsburgh Sleep Quality Index (PSQI).

  4. changes in the severity of depression

    Time frame: baseline and within 1 day after intervention

    The scores of the severity of depression will be assessed with the Beck Depression Inventory(BDI)

  5. changes in the severity of anxiety

    Time frame: baseline and within 1 day after intervention

    The scores of the severity of anxiety will be assessed with the Beck Anxiety Inventory (BAI)

  6. changes in the severity of two emotion regulation strategies, cognitive reappraisal and expressive suppression

    Time frame: baseline and within 1 day after intervention

    The scores of emotion regulation strategies will be assessed with the Emotion Regulation Questionnaire (ERQ)

Sponsors and collaborators

Lead sponsor

Jinan University Guangzhou

Other

Registry information

Official study title

A Randomized Controlled Double-Blind Trial of Light Therapy for Internet Gaming Disorder

Important dates

Study start
2023
Primary completion
2024
Study completion
2024
First posted
Dec 11, 2023
Registry last updated
Jul 24, 2024

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

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This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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