[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-studies-list:{\"conditionNormalized\":\"internet-gaming-disorder\",\"overallStatus\":[\"RECRUITING\",\"AVAILABLE\",\"NOT_YET_RECRUITING\"],\"orderBy\":\"LastUpdateSubmitDate:desc\",\"size\":25,\"offset\":0}":3,"health-study-condition:internet-gaming-disorder":27},{"pageToken":4,"total":5,"offset":6,"count":5,"results":7},null,7,0,[8,52,84,111,142,166,192],{"id":9,"slug":10,"hasResults":11,"nctId":12,"briefTitle":13,"officialTitle":14,"acronym":4,"eligibilityCriteria":15,"healthyVolunteers":16,"sex":17,"minAge":18,"maxAge":19,"enrollmentInfo":20,"targetDuration":23,"studyType":24,"phases":4,"briefSummary":25,"conditions":26,"keywords":29,"overallStatus":39,"whyStopped":4,"lastUpdateSubmitDate":40,"lastUpdatePostDateStruct":41,"startDateStruct":44,"completionDateStruct":46,"leadSponsor":48,"locationsCount":51},"100640786","neurotrophic-factors-impulsivity-and-reward-sensitivity-in-children-with-internet-gaming-disorder-100640786",false,"NCT07590180","Neurotrophic Factors, Impulsivity, and Reward Sensitivity in Children With Internet Gaming Disorder","Investigation of the Relationship Between Serum BDNF and GDNF Levels and Impulsivity, Reward\u002FPunishment Sensitivity in Children Diagnosed With Internet Gaming Disorder","Inclusion Criteria:\n\nFor IGD Patient Group:\n\nAge: Being between 10 and 14 years of age. Literacy: Ability to read and write fluently. Informed Consent: Voluntary participation with written informed consent obtained from both the participants and their parents\u002Flegal guardians after a comprehensive briefing on the study procedures and scales.\n\nDiagnostic Criteria: Meeting the DSM-5 diagnostic criteria for Internet Gaming Disorder (IGD) and scoring above the clinical cutoff on the Internet Gaming Disorder Scale-Short Form (IGDS9-SF).\n\nFor Healthy Control Group:\n\nAge: Children between 10 and 14 years of age. Literacy: Ability to read and write fluently. Clinical Status: No history or current diagnosis of any neuropsychiatric disorder, confirmed through clinical psychiatric assessment.\n\nInformed Consent: Voluntary participation with written informed consent obtained from both the participants and their parents\u002Flegal guardians after a comprehensive briefing on the study procedures and scales.\n\nExclusion Criteria:\n\nComorbid Psychiatric Disorders: Meeting the DSM-5 diagnostic criteria for Autism Spectrum Disorder, Schizophrenia, Bipolar I Disorder, or Bipolar II Disorder.\n\nCognitive and Neurological Impairment: Having a moderate to severe intellectual disability and\u002For a neurological disease in either the child or the caregiver that would impede the ability to understand instructions or provide reliable responses during the interview.\n\nLack of Informed Consent: Refusal to participate voluntarily or failure to sign the informed consent\u002Fassent form by the children or their parents\u002Flegal guardians after receiving a detailed explanation of the study's purpose and the assessment scales to be administered.",true,"ALL","10 Years","14 Years",{"count":21,"type":22},120,"ESTIMATED","1 Week","OBSERVATIONAL","Research and knowledge regarding the neurobiology of behavioral addictions and Internet Gaming Disorder (IGD) remain limited compared to substance and alcohol use disorders. However, IGD is increasingly causing significant functional impairment, particularly in the child and adolescent population. The primary objective of this study is to measure the serum levels of Brain-Derived Neurotrophic Factor (BDNF) and Glial-Derived Neurotrophic Factor (GDNF)-both known for their roles in neurogenesis and neuroprotective effects-in a patient group aged 10-14 and a healthy control group. Additionally, this study aims to investigate the relationship between these neurotrophic factor levels and disease severity, as well as various behavioral and emotional parameters measured through psychometric assessments, to identify differences between the patient and healthy populations.\n\nResearchers will compare IGD patient group with healthy control group, both aged 10-14.\n\nParticipants and their parents will be asked to fill self-report measures and serum samples of participants will be collected for BDNF and GDNF level measurements.\n\nThe main questions of the study are:\n\n* Is there a difference in serum BDNF and GDNF levels between IGD patient group and healthy controls?\n* Is there a relation between serum BDNF and GDNF levels and IGD severity?\n* Is there a difference in impulsivity, reward\u002Fpunishment sensitivity between IGD patient group and healthy controls\n* Is there a relation between serum BDNF and GDNF levels and impulsivity, reward\u002Fpunishment sensitivity scores in IGD patient group?",[27,28],"Internet Gaming Disorder","Internet Addiction",[30,31,32,33,34,35,36,37,38],"Internet addiction","Child and adolescent psychiatry","Neurogenesis","Neurotrophic factors","BDNF","GDNF","Impulsivity","Reward\u002Fpunishment sensitivity","Internet gaming disorder","RECRUITING","2026-05-10",{"date":42,"type":43},"2026-05-15","ACTUAL",{"date":45,"type":43},"2026-05-01",{"date":47,"type":22},"2027-01",{"name":49,"class":50},"Istanbul Saglik Bilimleri University","OTHER",1,{"id":53,"slug":54,"hasResults":11,"nctId":55,"briefTitle":56,"officialTitle":57,"acronym":4,"eligibilityCriteria":58,"healthyVolunteers":11,"sex":17,"minAge":59,"maxAge":4,"enrollmentInfo":60,"targetDuration":4,"studyType":62,"phases":63,"briefSummary":65,"conditions":66,"keywords":68,"overallStatus":74,"whyStopped":4,"lastUpdateSubmitDate":75,"lastUpdatePostDateStruct":76,"startDateStruct":78,"completionDateStruct":80,"leadSponsor":82,"locationsCount":51},"100464507","cbt-treatment-for-internet-gaming-disorder-100464507","NCT05328596","CBT Treatment for Internet Gaming Disorder","Gaming Disorder- a Randomized Controlled Trial in a Clinical Setting","Inclusion Criteria:\n\n* Fulfilling 5 out of 9 criteria for IGD according to DSM V\n* ≥ 16 years of age\n* Can read and speak Swedish fluidly.\n\nExclusion Criteria:\n\n* Somatic or psychiatric disease that is contraindicating or severely complicates the implementation of the intervention (e.g., ongoing psychotic, manic or hypomanic episode or neuropsychiatric condition with severe disability)\n* Ongoing increased suicide risk that is considered to make it inappropriate for the patient to participate in the study (based on evaluation at the structured clinical interview)\n* have another ongoing psychological treatment with a content similar to that in the current study\n* plan to start such treatment during the XX weeks that the study is ongoing or has during the last three weeks started or changed medication for any psychiatric problem.","16 Years",{"count":61,"type":22},160,"INTERVENTIONAL",[64],"NA","For most people, gaming is perceived as a positive activity. In some cases, however, gaming may turn into an addiction with consequences for the individual health, quality of life and everyday life. Today, there is a lack of evidence-based interventions to treat this condition, called Gaming Disorder (GD). This study will evaluate a new manual for treatment of GD, divided into a number of modules and based on cognitive behavioural therapy (CBT). The study is designed as a randomized controlled trial (RCT) and will be conducted at a clinic specialized in the treatment of gambling and gaming addiction.\n\nParticipants included in the study will be randomized to one of to groups. The intervention group will receive twelve weeks of individual CBT-treatment while participants allocated to the control group will be put on a twelve-week wait-list.\n\nThe hypothesis is that the manual based CBT treatment will result in a greater reduction in symptoms of criteria for GD.",[27,67],"Gaming Disorder",[69,70,71,72,73],"Psychiatry","Psychology","Cognitive Behavioural Therapy","Randomized Controlled Trial","Addictive behaviour","NOT_YET_RECRUITING","2025-05-13",{"date":77,"type":43},"2025-05-16",{"date":79,"type":22},"2025-08",{"date":81,"type":22},"2027-12",{"name":83,"class":50},"Sahlgrenska University Hospital",{"id":85,"slug":86,"hasResults":11,"nctId":87,"briefTitle":88,"officialTitle":89,"acronym":4,"eligibilityCriteria":90,"healthyVolunteers":11,"sex":17,"minAge":91,"maxAge":92,"enrollmentInfo":93,"targetDuration":4,"studyType":62,"phases":95,"briefSummary":96,"conditions":97,"keywords":98,"overallStatus":39,"whyStopped":4,"lastUpdateSubmitDate":102,"lastUpdatePostDateStruct":103,"startDateStruct":105,"completionDateStruct":107,"leadSponsor":109,"locationsCount":51},"100589667","mechanisms-and-interventions-of-social-reward-on-cognitive-control-in-internet-gaming-disorder-100589667","NCT06957392","Mechanisms and Interventions of Social Reward on Cognitive Control in Internet Gaming Disorder","Mechanisms and Interventions of Social Reward Modulating Cognitive Control in Internet Gaming Disorder Via the dACC-DLPFC Circuit","Inclusion Criteria:\n\n* 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.\n* Consent to actively cooperate in the completion of subsequent follow-up assessments.\n* All are right-handed\n* The Gaming Disorder Screening (GDSS) Scale score ≥ 47 points;\n* 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;\n\nExclusion Criteria:\n\n* 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.\n* A diagnosis of schizophrenia or other severe mental illnesses as per the DSM-5 criteria.\n* Abuse or dependence on other psychoactive substances (excluding nicotine) within the past 5 years.\n* Severe organic diseases that might compromise study participation.\n* Color blindness or color weakness","18 Years","35 Years",{"count":94,"type":22},60,[64],"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.",[27],[38,99,100,101],"Cognitive control","dACC-DLPFC","Social reward","2025-05-03",{"date":104,"type":43},"2025-05-07",{"date":106,"type":43},"2024-12-25",{"date":108,"type":22},"2026-12-25",{"name":110,"class":50},"The First Affiliated Hospital of Bengbu Medical University",{"id":112,"slug":113,"hasResults":11,"nctId":114,"briefTitle":115,"officialTitle":116,"acronym":4,"eligibilityCriteria":117,"healthyVolunteers":16,"sex":17,"minAge":18,"maxAge":118,"enrollmentInfo":119,"targetDuration":4,"studyType":62,"phases":121,"briefSummary":122,"conditions":123,"keywords":125,"overallStatus":39,"whyStopped":4,"lastUpdateSubmitDate":133,"lastUpdatePostDateStruct":134,"startDateStruct":136,"completionDateStruct":138,"leadSponsor":140,"locationsCount":51},"100579213","chatbot-intervention-to-reduce-common-digital-addictions-sedentary-behaviors-and-mental-distress-among-adolescents-100579213","NCT06821373","Chatbot Intervention to Reduce Common Digital Addictions, Sedentary Behaviors and Mental Distress Among Adolescents","Developing and Evaluating a Low-intensity Secondary Theory-based Chatbot Intervention to Reduce Common Digital Addictions, Sedentary Behaviors and Mental Distress Among Adolescents: A Randomized Controlled Trial","Inclusion Criteria:\n\n* Students at grades 5-6 in primary schools or grades 7-12 in secondary schools,\n* Positive screening results of IGD and\u002For SMA) based on the validated screening tools\n* Using smartphone or Internet on a daily base, 4) students' and parental consent,\n* Chinese speaking.\n\nExclusion Criteria:\n\n* Current use of any psychotropic medication.","19 Years",{"count":120,"type":22},330,[64],"The goal of the study is to investigate the efficacy of a secondary low-intensity stage of change (SoC) and motivational interviewing (MI)-based Chatbot-assisted intervention in reducing digital addictions in adolescents with Internet gaming disorder (IGD) and\u002For social media addiction (SMA) by conducting a RCT.\n\nHypothesis: The intervention group will show a greater reduction in rates of IGD and\u002For SMA at post-treatment and 3-month follow-up than the control group.\n\nDesign and subjects: A two-armed RCT between the intervention group and psycho-educational control group for adolescents aged 10-19 with excessive screen time. Screening, baseline, post-programme, and 3-month follow-up evaluations will be conducted.\n\nParticipants will:\n\nBe randomly assigned to online brief intervention or psycho-educational control\n\nComplete questionnaires evaluating 1 ) Primary outcomes (IGD, SMA), 2) Secondary outcomes (sedentary lifestyle, mental distress, quality of life, eHealth literacy) and 3) Mediators\u002Fmechanisms (autonomy, competence)",[27,124],"Social Media Addiction",[38,126,127,128,129,130,131,132],"Chatbot","Social media addiction","Stage of change","motivation enhancement","Low-intensity","Sedentary lifestyle","Adolescent mental health","2025-02-09",{"date":135,"type":43},"2025-02-12",{"date":137,"type":43},"2024-09-01",{"date":139,"type":22},"2025-12",{"name":141,"class":50},"Chinese University of Hong Kong",{"id":143,"slug":144,"hasResults":11,"nctId":145,"briefTitle":146,"officialTitle":146,"acronym":4,"eligibilityCriteria":147,"healthyVolunteers":11,"sex":17,"minAge":91,"maxAge":148,"enrollmentInfo":149,"targetDuration":4,"studyType":62,"phases":151,"briefSummary":152,"conditions":153,"keywords":154,"overallStatus":74,"whyStopped":4,"lastUpdateSubmitDate":157,"lastUpdatePostDateStruct":158,"startDateStruct":160,"completionDateStruct":162,"leadSponsor":164,"locationsCount":51},"100574420","targeted-tdcs-intervention-for-internet-gaming-disorder-100574420","NCT06759051","Targeted TDCS Intervention for Internet Gaming Disorder","Inclusion Criteria:\n\n1. Age range of 18-30 years old; and\n2. Familiar with and mainly play King\\&#39;s Honour;\n3. IGDS9-SF score ≥ 32 points\n4. Meets DSM-5 diagnostic criteria for online game addiction;\n5. Played online games for at least 14 hours per week in the past 1 year;\n6. signed an informed consent form to voluntarily participate in this trial.\n\nExclusion Criteria:\n\n1. severe mental illness, neurological disorder or physical illness; and\n2. History of substance abuse\u002Fdependence (including alcohol);\n3. Contraindications to EEG acquisition;\n4. Colour blindness, colour deficiency or other vision-related eye diseases affecting vision;\n5. Pregnant and breastfeeding women, or women who are menstruating; and\n6. Poor compliance: subjects who, in the opinion of the investigator, are unable to co-operate with the trial.","30 Years",{"count":150,"type":22},180,[64],"The aim of this project is to compare the effects of the newly discovered parietal cortex (Pz electrode point) with the dorsolateral prefrontal cortex (F3 electrode point), which has been commonly used in previous studies, and to further develop a closed-loop intervention method of real-time tDCS under on-line electroencephalography (EEG-tDCS), so as to realise an individualised diagnosis and treatment for online game addicts.\n\nThis study is divided into two parts, the first part to explore the effectiveness of the new target, using a randomised group design, using tDCS intervention, the subject population is online game addicts, the sample size is about 120. Participants underwent baseline information collection on the first day of the experiment including: basic demographic information, assessment of internet addiction severity and craving; EEG collection in resting state as well as task state (Game Cue Response Task, Signal Stop Task, Iowa Gambling Task). The tDCS intervention under the game cue response task was conducted on the second and third days of the experiment, divided into four groups (the first and second groups were the true-false stimulation groups with the anode at the trapezius muscle at the base of the right neck and the cathode at the subject\\&#39;s central parietal cortex; and the third and fourth groups had the anode at the subject\\&#39;s left dorsolateral prefrontal cortex, and the cathode at the trapezius muscle at the base of the right neck), with 20 min of intervention each time and the Game craving level was assessed before and after the intervention. Resting-state and task-state (Game Cue Response Task, Signal Stop Task, Iowa Gambling Task) EEG acquisitions were performed at the end of the intervention.The second part of the EEG-tDCS closed-loop intervention was conducted, using a randomised group design with a sample size of about 60 subjects who are addicted to online games. On the first day of the experiment, baseline information was collected, and a personalised EEG classifier model was built for each subject based on the EEG signals of the game cue response task; on the second and third days of the experiment, EEG-tDCS closed-loop intervention was conducted, divided into true intervention and sham intervention groups, with the true intervention group identifying whether subjects were in an addictive state in real time under the game cue response task, and addictive states were identified by giving real-time short-time short-time short-time short-time short-time short-time short-time intervention at target locations. The real-time short-term tDCS intervention was given at the target location for a total duration of 20 minutes, and the level of game craving was assessed after the intervention; at the end of the intervention, the EEG was collected in the resting state and the task state (game cue response task, signal stopping task, and Iowa gambling task). The two-part experiment followed up subjects with weekly post-intervention versus one-month post-intervention gaming severity assessments, with resting-state and task-state (gaming cue-response task, signal-stopping task, Iowa gambling task) electroencephalogram acquisitions.",[27],[38,155,156],"tDCS","IGD","2024-12-29",{"date":159,"type":43},"2025-01-06",{"date":161,"type":22},"2024-12-30",{"date":163,"type":22},"2025-02-15",{"name":165,"class":50},"Peking University",{"id":167,"slug":168,"hasResults":11,"nctId":169,"briefTitle":170,"officialTitle":171,"acronym":4,"eligibilityCriteria":172,"healthyVolunteers":16,"sex":17,"minAge":91,"maxAge":148,"enrollmentInfo":173,"targetDuration":4,"studyType":62,"phases":175,"briefSummary":176,"conditions":177,"keywords":178,"overallStatus":39,"whyStopped":4,"lastUpdateSubmitDate":182,"lastUpdatePostDateStruct":183,"startDateStruct":185,"completionDateStruct":187,"leadSponsor":189,"locationsCount":191},"100564847","the-effect-of-repetitive-transcranial-magnetic-stimulation-for-internet-gaming-disorder-100564847","NCT06634498","The Effect of Repetitive Transcranial Magnetic Stimulation for Internet Gaming Disorder","The Effect of Repetitive Transcranial Magnetic Stimulation of the Left Dorsolateral Prefrontal Cortex in Internet Gaming Disorder","Inclusion Criteria:\n\n* DSM-V gaming disorder \\>5 and scored ≥ 50 on a revised version of Young's online Internet addiction test；\n* spent more than 50% of their online time gaming；\n* engagement in one of four popular Internet game (Arena of Valor,Genshine, LOL, FPS) for over 20 hours per week for at least 1 year.\n\nExclusion Criteria:\n\n* current or history of use of illegal substances and gambling;\n* current or history of psychiatric or neurological illness;\n* current use of psychotropic medications;\n* cognitive impairment as assessed by the Mini-International Neuropsychiatric Interview；\n* surgery, head trauma or heart related diseases in the past year；\n* a history of epilepsy or seizures or increased risk of seizures for any reason；\n* metal implants or tattoos of the neck or head；\n* claustrophobia.",{"count":174,"type":22},35,[64],"This study aims to investigate the intervention effects of navigated repetitive transcranial magnetic stimulation (rTMS) on craving regulation in individuals with internet gaming disorder (IGD). The primary objectives include: (1) examining the impact of navigated rTMS over the dorsolateral prefrontal cortex (DLPFC) on the gaming cravings, and craving regulation capacity; and (2) exploring the potential neural mechanisms by which rTMS over the DLPFC improves craving intensity, and craving regulation ability.",[27],[179,38,180,181],"rTMS","craving","craving regulation","2024-10-09",{"date":184,"type":43},"2024-10-15",{"date":186,"type":22},"2024-10-10",{"date":188,"type":22},"2025-06-30",{"name":190,"class":50},"Jin-tao Zhang",2,{"id":193,"slug":194,"hasResults":11,"nctId":195,"briefTitle":196,"officialTitle":197,"acronym":4,"eligibilityCriteria":198,"healthyVolunteers":11,"sex":17,"minAge":199,"maxAge":200,"enrollmentInfo":201,"targetDuration":4,"studyType":62,"phases":203,"briefSummary":204,"conditions":205,"keywords":206,"overallStatus":74,"whyStopped":4,"lastUpdateSubmitDate":215,"lastUpdatePostDateStruct":216,"startDateStruct":218,"completionDateStruct":220,"leadSponsor":222,"locationsCount":51},"100560886","effect-of-computer-based-game-and-hiit-towards-symptoms-executive-function-and-neuroplasticity-in-teens-with-igd-100560886","NCT06582979","Effect of Computer-Based Game and HIIT Towards Symptoms, Executive Function and Neuroplasticity in Teens with IGD","The Effect of Combined Intervention (Indonesian Computer-Based Game Therapy and High-Intensity Interval Training) Towards Clinical Symptoms, Executive Function and Neuroplasticity in Adolescents with Internet Gaming Disorder: Study Protocol","Inclusion Criteria:\n\n* Participants who have filled and agreed to the study by signing the informed assent.\n* Parents of the participants have filled and agreed to the interventions by signing the informed consent.\n* Participants able to follow instruction and procedure of the study\n\nExclusion Criteria:\n\n* Physical disabilities\n* Hearing disabilities\n* Color blindness\n* Respiratory or cardiovascular comorbidities that hinders exercise abilities\n* Other psychiatric comorbidities","13 Years","15 Years",{"count":202,"type":22},44,[64],"The goal of this clinical trial is to learn how effective a combined therapy of computer-based game and also high-intensity interval training (HIIT) physical exercise to improve the clinical symptoms, executive function and neuroplasticity in teenagers with Internet Gaming Disorder (IGD). Executive function refers to the brain's ability to manage tasks such as planning, problem-solving, and decision-making. BDNF is a protein crucial for brain health and development. Neuroplasticity is the brain's ability to change and adapt throughout life. High-intensity interval training involves short bursts of intense exercise followed by periods of rest or recovery. The main questions it aims to answer are:\n\n* How effective are computer-based game and HIIT exercises in reducing addiction symptoms of IGD?\n* Will computer-based game and HIIT exercise help teens who are addicted to video games to improve their executive function (become more able to plan ahead and meet goals, display self-control and also follow multiple-step directions)?\n* Do computer-based game and HIIT exercise help brains of teens with IGD to be more able to change and adapt?\n\nResearchers will compare the improvement before and after the therapies.\n\nParticipants will:\n\n* Undergo both therapies (computer-based game and HIIT) every week for 7 weeks. Computer-based game will be done 3 times\u002Fweek and HIIT 2 times\u002Fweek\n* fill out forms, interviewed and also have their blood sample taken for a total of three times (before the start of the therapy, during the 4th week of therapy and after the final therapy session on the 7th week)",[27],[207,208,209,210,211,212,27,213,214],"Indonesia","Computer-based game","High-Intensity Interval Training","Executive Function","Neuroplasticity","Adolescents","Study protocol","Teens","2024-08-31",{"date":217,"type":43},"2024-09-03",{"date":219,"type":22},"2025-01-16",{"date":221,"type":22},"2025-07-21",{"name":223,"class":50},"Indonesia University"]