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Recruiting Not applicable

Mechanisms and Interventions of Social Reward on Cognitive Control in Internet Gaming Disorder

NCT06957392 · tracked via the Priya Life Science China tracker
Phase
Not applicable
Started
2026-01-25
Last updated
2026-07-22

Condition(s) studied

Internet Gaming Disorder

Investigational drug(s) / intervention(s)

Systematic self-help training program for enhancing social rewardgeneral knowledge about Internet Gaming Disorder .

Systematic self-help training program for enhancing social reward: Based on previous research, this study has made significant innovations and optimizations within the traditional framework of Acceptance and Commitment Therapy (ACT). We have specifically developed a systematic self-help training module aimed at enhancing social reward, which includes components such as social scenario experience, social skills training, and the improvement of social reward sensitivity. A single-blind randomized controlled trial will be conducted, dividing IGD participants into two groups. The SRI group (Social Reward Intervention group) will receive a psychological self-help training program designed to improve social reward, while the other (Control group) will receive a course introducing general knowledge about Internet Gaming Disorder. Both groups will have identical learning durations and modalities. The self-help training consists of 8 sessions, delivered twice weekly through a blended online and offline learning format, lasting approximately one month.

general knowledge about Internet Gaming Disorder .: A single-blind randomized controlled trial is conducted. 30 people, assigned to Control group, was provided with standard educational courses introducing general knowledge about Internet Gaming Disorder. Assessments including standardized scales, behavioral tests, and neuroimaging are conducted once before and once after the intervention. During the course, participants will receive twice-weekly online guidance sessions totaling eight sessions. The entire intervention lasts approximately one month, with follow-up assessments conducted at 3, 6, and 12 months post-intervention.

Study summary

Internet Gaming Disorder (IGD) involves impaired cognitive control linked to reduced social reward and dACC-DLPFC brain circuit dysfunction. Enhancing social reward may restore this circuit and improve symptoms. This study uses psychological interventions and neuroimaging to explore and treat IGD.

Eligibility

Sex
ALL
Min age
18 Years
Max age
35 Years
Healthy volunteers
No
Inclusion Criteria: * Individuals aged between 18 and 35 years, irrespective of gender, having completed a minimum of 9 years of education and capable of effectively cooperating in questionnaire evaluations. * Consent to actively cooperate in the completion of subsequent follow-up assessments. * All are right-handed * The Gaming Disorder Screening (GDSS) Scale score ≥ 47 points; * The main game played is Honor of Kings; Average weekly gaming time (Honor of Kings) greater than 21 hours, maintained for over one year; More than 50% of daily internet time spent playing online games; Exclusion Criteria: * Severe cognitive functional impairments manifested through a history of head trauma, cerebrovascular diseases, epilepsy, etc., or usage of cognitive enhancement drugs in the past 6 months; an intellectual disability with an IQ score less than 70. * A diagnosis of schizophrenia or other severe mental illnesses as per the DSM-5 criteria. * Abuse or dependence on other psychoactive substances (excluding nicotine) within the past 5 years. * Severe organic diseases that might compromise study participation. * Color blindness or color weakness

Primary outcome measure(s)

  • Severity of Gaming Disorder — through study completion, an average of 1 month
    The severity of gaming disorder was assessed using the Gaming Disorder Screening Scale (GDSS), which consists of 18 Likert-scale items. Each item has four response options (1 = never; 2 = sometimes; 3 = often; 4 = always), with a total score range of 18 to 72. Based on receiver operating characteristic (ROC) analysis using ICD-11 as the gold standard, a total score of ≥47 indicates a high risk of gaming disorder
  • Social Reward — through study completion, an average of 1 month
    Social reward function was measured using the Social Pleasure subscale of the Multidimensional Anhedonia Scale. This subscale includes 4 items, and participants were first asked to list two current or past social activities that brought them happiness, then to respond to each item assessing aspects such as willingness to engage in these activities and the pleasure experienced during participation.
  • Executive Function — through study completion, an average of 1 month
    Executive function was evaluated using the Behavior Rating Inventory of Executive Function-Adult Version (BRIEF-A), comprising 75 items scored on a 3-point Likert scale ranging from "never" to "often." Higher scores on the Global Executive Composite (GEC) reflect greater executive function impairment.

Trial sites (1)

FacilityCityRegionStatus
Bengbu Medical University Bengbu China Recruiting
Official registry record

This page summarises publicly available registry data for informational purposes — not medical advice. Eligibility is determined by each study team; patients should discuss participation with their clinician.

View NCT06957392 on ClinicalTrials.gov ↗ ← All trials in China