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CompletedNCT04110548Updated Jan 27, 2021

Emotion and Craving Regulation Among Individuals With Internet Gaming Disorders

An interventional study of Emotion Regulation Task and Craving Regulation Task in Internet Gaming Disorder and Emotion Regulation, sponsored by Beijing Normal University. Completed at 1 site in China. Open to participants aged 18 Years to 30 Years, including healthy volunteers. Per ClinicalTrials.gov, last updated 2021-01-27.

Sponsored by Beijing Normal University · Not applicable, Interventional, and Basic science

Phase
Not applicable
Study type
Interventional
Enrollment
60
Allocation
Randomized
Ages
18 Years to 30 Years
Sex
All
01

Study summary

To investigate the potential deficits in emotion and craving regulation capacities of drug-naïve young adults with Internet gaming disorder as compared with healthy controls.

Read the detailed description

The purpose of this study is to examine the differences in young adults' capacities of utilizing cognitive appraisal versus mindfulness to regulate negative emotions and/or craving in response to negative affective stimuli or gaming cues, respectively. This project will be conducted in Beijing, China.

02

Conditions studied

  • Internet Gaming Disorder
  • Emotion Regulation

Keywords

  • Emotion and craving regulation
03

In context

Internet Addiction Disorder

170 studies on the registry are indexed under Internet Addiction Disorder; 49 are open to participants now.

This study's enrollment of 60 is below the median of 88 across 95 interventional studies indexed under Internet Addiction Disorder.

Browse Internet Addiction Disorder studies →

Lead sponsor

Beijing Normal University is the lead sponsor of 30 studies on the registry; 4 are open to participants now.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
18 Years to 30 Years
Sexes eligible
All
Accepts healthy volunteers
Yes

Inclusion criteria

Internet gaming disorders (IGD):

1, DSM-5 recommended diagnosis of Internet gaming disorder :

  1. the scores of the 9 items of DSM-5 recommended diagnosis for Internet gaming disorder ≥ 5.
  2. engagement in popular Internet games (e.g. Arena of Valor, League of Legends and Player Unknown's Battle Grounds) for over 20 hours per week for a minimum of 12 months.

2, the scores of the Y-IAT(Young-Internet addiction Test) ≥ 50

Healthy controls (HCs): DSM-5 scores less than 5 and less than 20 hours gaming time per week.

Exclusion criteria

Exclusion Criteria:

current or history of use of illegal substances and gambling; current or history of psychiatric or neurological illness; current use of psychotropic medications; being left-handed.

05

Study design

Phase
Not applicable
Primary purpose
Basic science
Allocation
Randomized
Intervention model
Parallel assignment
Masking
Single (Participant)
Enrollment
60 participants (actual)

Study arms

  • Experimental
    HCs on Emotion Regulation

    Participants are screened using the Diagnostic and Statistical Manual of Mental Disorders, 5th edition (DSM-5), Young's online Internet addiction test (YIAT), Beck Depression Inventory (BDI), Beck Anxiety Inventory (BAI), and so on. They are instructed to complete the emotion regulation task on the computer.

    Procedure: Emotion Regulation Task

  • Experimental
    IGDs on Emotion Regulation

    Participants are screened using the Diagnostic and Statistical Manual of Mental Disorders, 5th edition (DSM-5), Young's online Internet addiction test (YIAT), Beck Depression Inventory (BDI), Beck Anxiety Inventory (BAI), and so on.They are instructed to complete the emotion regulation task on the computer.

    Procedure: Emotion Regulation Task

  • Experimental
    IGDs on Craving Regulation

    Participants are screened using the Diagnostic and Statistical Manual of Mental Disorders, 5th edition (DSM-5), Young's online Internet addiction test (YIAT), Beck Depression Inventory (BDI), Beck Anxiety Inventory (BAI), and so on. They are instructed to complete the craving regulation task on the computer.

    Procedure: Craving Regulation Task

Interventions

  • ProcedureEmotion Regulation Task

    Participants are instructed to complete the emotion assessment after Look or Decrease the neutral or negative pictures. The "Decrease" asks the participants to use "cognitive reappraisal" or "mindfulness" strategies to decrease the intensity of emotion, whereas the "Look" asks the participants to look naturally at the picture. First, the "look" or "decrease" is displayed on the computer for 2 s. Then, a neutral or negative picture is presented on the screen for 7s. Finally, participants will rate the intensity of their emotion for 4s. Then, they have 1s-3s to relax before the next trial. In the meantime, Skin conductance activities will be recorded using a constant voltage with 1-cm 3 AgAg/Cl electrodes attached to the medial phalanx surfaces of the middle and index fingers of the nondominant hand.

  • ProcedureCraving Regulation Task

    Participants are instructed to complete the craving assessment after Look or Decrease the neutral or gaming pictures. The "Decrease" asks the participants to use "cognitive reappraisal" or "mindfulness" strategies to decrease the intensity of craving, whereas the "Look" asks the participants to look naturally at the picture. First, the "look" or "decrease" is displayed on the computer for 2 s. Second, a neutral or gaming picture is presented on the screen for 7s. Third, participants rate the intensity of their craving for 4s. Then, they have 1s-3s to relax before the next trial. In the meantime, Skin conductance activities will be recorded using a constant voltage with 1-cm 3 AgAg/Cl electrodes attached to the medial phalanx surfaces of the middle and index fingers of the nondominant hand.

06

What researchers measure

Primary outcomes

  1. Behavioral outcome

    Participants' ratings of negative emotion and their skin conductance levels (SCL).

    Time frame: 30- 40 minutes after training

  2. Behavioral outcome

    Participants' ratings of negative emotion and their skin conductance levels (SCL).

    Time frame: 40- 60 minutes after training

  3. Behavioral outcome

    Participants' ratings of cravings and their skin conductance levels (SCL).

    Time frame: 60- 80 minutes after training

07

Study locations

1 site
  • Beijing Normal University
    Beijing, Beijing 100875, China
08

References and documents

Publications

  • Yip SW, Gross JJ, Chawla M, Ma SS, Shi XH, Liu L, Yao YW, Zhu L, Worhunsky PD, Zhang J. Is Neural Processing of Negative Stimuli Altered in Addiction Independent of Drug Effects? Findings From Drug-Naive Youth with Internet Gaming Disorder. Neuropsychopharmacology. 2018 May;43(6):1364-1372. doi: 10.1038/npp.2017.283. Epub 2017 Nov 20. PubMed 29154365 ↗
  • Westbrook C, Creswell JD, Tabibnia G, Julson E, Kober H, Tindle HA. Mindful attention reduces neural and self-reported cue-induced craving in smokers. Soc Cogn Affect Neurosci. 2013 Jan;8(1):73-84. doi: 10.1093/scan/nsr076. Epub 2011 Nov 22. PubMed 22114078 ↗

Individual participant data

Plan to share: No

09

Updates

Tracking since Sep 25, 2026
No changes since tracking began. The registry record was last updated on Jan 27, 2021, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
10

Registry details

Key details

Study ID
NCT04110548
Lead sponsor
Beijing Normal University
Responsible party
bnuzhounan (Associated Professor, Beijing Normal University) — Principal investigator
First posted
Oct 1, 2019
Start date
Sep 26, 2019
Primary completion
Mar 30, 2020
Completion
May 30, 2020
Last update
Jan 27, 2021

Study contacts

Nan Zhou, PhD
principal investigator · Beijing Normal University

Oversight

FDA-regulated drug
No
FDA-regulated device
No
View the source record on ClinicalTrials.gov ↗

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