ClinicalTrials.gg
RecruitingNCT06957392Updated Jul 22, 2026

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

An interventional study of Systematic self-help training program for enhancing social reward and general knowledge about Internet Gaming Disorder . in Internet Gaming Disorder, sponsored by The First Affiliated Hospital of Bengbu Medical University. Recruiting at 1 site in China. Open to participants aged 18 Years to 35 Years. Per ClinicalTrials.gov, last updated 2026-07-22.

Sponsored by The First Affiliated Hospital of Bengbu Medical University · Not applicable, Interventional, and Treatment

From the registry’s dates

  • Started Jan 2026; still recruiting 9 months later.
Phase
Not applicable
Study type
Interventional
Enrollment
60
Allocation
Randomized
Ages
18 Years to 35 Years
Sex
All
01

Where this study stands

Counted across the records on this site · 2026-11-12

Among 22 studies in Internet Addiction Disorder with a site in China — 4 open to participants now, 4 under way, none of them phase 3. Internet Addiction Disorder · China.

Planned enrollment
13th of 20
60 · median 90
Started
2026
with 1 other
No phase
20 of 22
4 open now
Registered
20th of 22
by date
Lead sponsor
2 of 22
The First Affiliated Hospital of Bengbu Medical University

Among the 22 studies in Internet Addiction Disorder with a site in China, this one is the 13th largest by planned enrollment of the 20 interventional ones that give a count, is one of 2 that started in 2026, is one of 20 with no phase, and was the 20th registered.

Internet Addiction Disorder

166 studies on the registry are indexed under Internet Addiction Disorder; 47 are open to participants now.

Browse Internet Addiction Disorder studies →

Open to participants now

4 of the 22 studies in Internet Addiction Disorder with a site in China are open now. Recruiting first, the newest first:

All 4 open studies →

A study can be open while its sites in China have not opened yet or have stopped. Only those recruiting at a site in China →

Who these studies take

Of the 21 Internet Addiction Disorder studies recruiting now, 4 (19%) set no upper age limit and 17 (81%) stop at 75 or younger; 7 take children under 18; 12 take healthy volunteers.

This study: 18 Years to 35 Years · all sexes · no healthy volunteers.

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02

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.

Read the detailed description

Cognitive control decline is a key factor in the long-term persistence of Internet Gaming Disorder (IGD). The dorsal anterior cingulate cortex (dACC)-dorsolateral prefrontal cortex (DLPFC) circuit serves as the neural mechanism underlying the maintenance of normal cognitive control function. Social reward activities have been shown to enhance the function of both the dACC and DLPFC. IGD patients exhibit reduced social reward sensitivity alongside diminished functional activity in these two brain regions. Our previous research found that psychological interventions aimed at improving cognitive control can alleviate IGD symptoms; however, individuals with poor social interaction still show limited improvement. Based on these findings, we propose the hypothesis that reduced social reward sensitivity in IGD leads to weakened functional connectivity of the dACC-DLPFC circuit, resulting in cognitive control deficits and exacerbation of IGD behaviors. Enhancing social reward is expected to promote functional connectivity within the dACC-DLPFC circuit, thereby improving cognitive control and mitigating IGD symptoms. To test this hypothesis, we will conduct the following studies: (1) Employing a combination of E-Prime behavioral paradigms, event-related potentials (ERP), and neuroimaging techniques to investigate the attenuated facilitative effects of social reward on cognitive control in IGD patients, and examine its correlation with reduced functional connectivity in the dACC-DLPFC circuit. (2) Designing a psychological intervention aimed at enhancing social reward sensitivity, to evaluate its efficacy in improving cognitive control and reducing IGD severity.

03

Conditions studied

  • Internet Gaming Disorder

Keywords

  • Internet gaming disorder
  • Cognitive control
  • dACC-DLPFC
  • Social reward
04

Who can participate

Ages eligible
18 Years to 35 Years
Sexes eligible
All
Accepts healthy volunteers
No

Go through the criteria one by one — yes, no or not sure — and take the list to your doctor or the study team. Kept in this browser only.

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

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 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
Terms in these criteria, in plain language(1)

Underlined terms in the criteria open these too. Explained by clinicaltrials.gg, not part of the registry record. The study team decides who can take part.

DSM diagnostic criteria

The American Psychiatric Association’s manual of mental health diagnoses. DSM-5 (2013, revised as DSM-5-TR in 2022) replaced DSM-IV, and some studies still name the older edition. “Meets DSM criteria for …” means diagnosed by that edition’s diagnostic criteria, usually by a clinician in an interview.

05

Study design

Phase
Not applicable
Primary purpose
Treatment
Allocation
Randomized
Intervention model
Parallel assignment
Masking
None (open label)
Enrollment
60 participants (estimated)

Study arms

  • Experimental
    Systematic self-help training program for enhancing social reward

    1. A single-blind randomized controlled trial is conducted. 30 people, assigned to SRI group (Social Reward Intervention group) , will be received a psychological self-help program aimed at enhancing social reward sensitivity. 2. Assessments including standardized scales, behavioral tests, and neuroimaging are conducted once before and once after the intervention. 3. During the course, participants will receive twice-weekly online guidance sessions totaling eight sessions, which mainly focus on practicing ACT (Acceptance and Commitment Therapy) psychological skills, checking progress in social reward learning, and monitoring course advancement. Additionally, one to two offline group discussions are held regularly to enhance treatment adherence and ensure active participation in the self-help program. 4. The entire intervention lasts approximately one month, with follow-up assessments conducted at 3, 6, and 12 months post-intervention.

    Behavioral: Systematic self-help training program for enhancing social reward

  • Other
    general knowledge about Internet Gaming Disorder .

    1. 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, while the others are assigned to SRI group (Social Reward Intervention group). Both groups have equivalent learning durations and delivery formats. 2. Assessments including standardized scales, behavioral tests, and neuroimaging are conducted once before and once after the intervention. 3. During the course, participants will receive twice-weekly online guidance sessions totaling eight sessions. 4. The entire intervention lasts approximately one month, with follow-up assessments conducted at 3, 6, and 12 months post-intervention.

    Behavioral: general knowledge about Internet Gaming Disorder .

Interventions

  • BehavioralSystematic 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.

  • Behavioralgeneral 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.

06

What researchers measure

Primary outcomes

  1. Severity of Gaming Disorder

    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

    Time frame: through study completion, an average of 1 month

  2. Social Reward

    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.

    Time frame: through study completion, an average of 1 month

  3. Executive Function

    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.

    Time frame: through study completion, an average of 1 month

Secondary outcomes

  1. Changes of Behavioral Indicators

    Behavioral measures included performance indices from the Social Incentive Delay Task and a Social Reward-modified Stop-Signal Task, including hit rate, reaction time for correct hits, Stop-Signal Delay (SSD), and Stop-Signal Reaction Time (SSRT). A reduced hit rate and prolonged reaction time under social reward cue conditions in the Social Incentive Delay Task indicate impaired social reward processing. In the Stop-Signal Task, a higher SSD and shorter SSRT under reward conditions compared to no-reward groups suggest that social reward enhances cognitive control.

    Time frame: through study completion, an average of 1 month

  2. Changes of Electrophysiological Indicators

    Event-related potential (ERP) components N200 and P300 elicited during the Stop-Signal Task were analyzed with respect to amplitude and latency. N200 amplitude indexed conflict monitoring, while P300 latency reflected inhibitory control capacity.

    Time frame: through study completion, an average of 1 month

  3. Neuroimaging Indicators

    Functional magnetic resonance imaging (fMRI) was used to assess the strength of functional connectivity between the dorsal anterior cingulate cortex (dACC) and the dorsolateral prefrontal cortex (DLPFC)

    Time frame: through study completion, an average of 1 month

07

Study locations

1 of 1 sites recruiting
08

References and documents

Individual participant data

Plan to share: No

No publications or documents are linked to this record.

09

Timeline

Tracking since Sep 25, 2026
ElapsedEstimatedEstimated, not yet reachedSimilar studies: half by the dot; the band is the middle halfHalf of similar studies reached it by the dot; the band is the middle half, from a quarter to three quarters

Started Jan 2026 (actual). Primary completion is estimated for Dec 2026, 11 months after the start.

Of 72 non-industry interventional studies with no phase under Internet Addiction Disorder, half reached primary completion within 6 months of starting (the median), counting those still running; a quarter within 3 and three quarters within 10. This study's planned 11 months is above that.

Counting every sponsor, half of 72 studies reached it within 6 months; a quarter within 3 and three quarters within 10.

How these figures are worked out, and which studies are left out of them.

Registered
Apr 26, 2025
First posted
May 4, 2025
StartActual
Jan 25, 2026
Primary completionEst.
Dec 25, 2026
CompletionEst.
Dec 25, 2026
Last update
Jul 22, 2026
What these dates mean
Start.
When the first participant enrolled; while estimated, when the study expects to open to recruitment.
Primary completion.
When the last participant was examined or treated to collect data for the study's main question, its primary outcome. A study that stopped early gives the date its data collection stopped.
Completion.
When the last participant's last visit took place, for every outcome, secondary ones and side effects included: the end of the study. Often later than primary completion, sometimes the same day.
Actual and Est.
Actual means the registry says the date has happened. Est. (estimated) is a date the sponsor plans or expects. It can still move, and the sponsor is expected to change it to actual once it has passed.
No changes since tracking began. The registry record was last updated on Jul 22, 2026, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
10

Registry details

Key details

Study ID
NCT06957392
Lead sponsor
The First Affiliated Hospital of Bengbu Medical University
Collaborators
Bengbu Medical University
Responsible party
Sponsor
First posted
May 4, 2025
Start date
Jan 25, 2026
Primary completion
Dec 25, 2026 (estimated)
Completion
Dec 25, 2026 (estimated)
Last update
Jul 22, 2026

Study contacts

Dongliang Jiao, doctor
Contact
jdl3925697@163.com
15005527903
Dongliang Jiao, doctor
study chair · School of Mental Health, Bengbu Medical University

Oversight

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

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