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Brain Functioning and Violent Video Game PlayNCT00700453

Video Game-Brain Functioning Reversibility Study

A study testing VG1 group (2 weeks of violent video game play) and Cognitive Training in people with Brain Functioning and Violent Video Game Play, run by Indiana University at 2 sites in United States.

Unknown status

Status not confirmed. The sponsor has not verified this record for over two years, so it may be out of date.

Official record
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Trial summary

1. Young adults who are exposed to 7-10 days of play of violent video games will show reduced activation in certain regions of the dorsolateral prefrontal cortex and anterior cingulate cortex. 2. Young adults who are exposed to 7-10 days of violent video games will show increased activation in regions of the amygdala. Read more about this study

Who is it for?
Ages 18 to 29 years, men onlyHealthy volunteers can take part
What is being tested?
VG1 group (2 weeks of violent video game play) and Cognitive Training
Could I receive a placebo?
No, everyone receives an active treatment
How many people
60 participants
Where
2 sitesUnited States
Study dates
Jul 2008to Dec 2018
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 18 to 29 years
  • Men only
  • Healthy volunteers accepted
  • Adult

Who may be able to join

  • Have K-BIT-2 Matrices IQ>70.
  • Must be 18-29 years old for the entire study.
  • Only males will participate in the study.
  • Must be judged by the investigator to be reliable and cooperative for clinic visits and procedures.
  • Must speak English, be proficient in spoken and written English, and have an educational level and understanding of English required to complete all tests and questionnaires. This is important because some of the tests require automatic and rapid processing of written English.
  • Must have a baseline level of violent video game play averaging less than or equal to 2 hours per week in the year prior to the study, and must have a baseline level of total video game play averaging less than or equal to 5 hours per week in the year prior to the study. These values are based on research by Kronenberger et al. (2005a) showing that nonviolent control adolescent subjects averaged about 2-3 hours of video game play in a week (of which 1-2 hours are spent with violent video games), compared to aggressive adolescent subjects, who averaged about 4-7 hours of video game play per week (of which 3-4 hours are spent with violent video games). Green and Bavalier (2003) based their selection criteria for "action video game players" (VGP) on an average of 1 hour per day for 4 days a week of violent/action video game play and found differences between the VGP group and a non-VGP group on visual processing. It is important to select subjects who are not frequent game players in order for the experimental manipulation (8-16 hours of violent video game play) to be different from their baseline behavioral habits.
  • Must be willing to make lifestyle changes about media habits during the 3-5 week duration of the study.
  • Must have basic level of proficiency with computer to load and play video games.

Who cannot join

  • Organic brain conditions or seizure disorder (history of febrile seizures with no neurological sequelae is acceptable).
  • Any physical condition or risk that would preclude or invalidate an MRI.
  • Any current mental health diagnosis (other than Adjustment Disorder), based on the Adult Inventory - 4 and follow-up questions from the interviewer, which would be defined as moderate or more severe using the Clinical Global Index - Severity.
  • Treatment of a behavioral or emotional problem (excluding normal adjustment issues, such as adjustment to divorce) by a mental health professional in the past year.
  • Any historical diagnoses of Attention-Deficit/Hyperactivity Disorder, Conduct Disorder, Oppositional-Defiant Disorder, Bipolar Disorder, Schizophrenia (or other disorder involving psychosis), Personality Disorders, or Pervasive Developmental Disorders.
  • Any history of Attention-Deficit/Hyperactivity Disorder, Conduct Disorder, Oppositional-Defiant Disorder, Bipolar Disorder, Schizophrenia (or other disorder involving psychosis), Personality Disorders, or Pervasive Developmental Disorders in first degree relatives (mother, father, siblings, children).
  • Current diagnosis of Substance Abuse or Dependence
  • Use of psychotropic medication for treatment of a mental or behavioral disorder at any time in the study or in the year prior to the study.

Trial locations and contacts

2 sites in 1 country.

United States2 sites
  • Radiology-- Research 2 building

    Indianapolis, Indiana, 46202

  • Riley Outpatient Center Rm 4300

    Indianapolis, Indiana, 46202

Other trials in United States

About this study

  1. Young adults who are exposed to 7-10 days of play of violent video games will show reduced activation in certain regions of the dorsolateral prefrontal cortex and anterior cingulate cortex.
  2. Young adults who are exposed to 7-10 days of violent video games will show increased activation in regions of the amygdala.
  3. Young adults who abstain from violent video games for a week, after 7-10 days of play of violent video games, will show increased activation of regions in the dorsolateral prefrontal cortex and anterior cingulate cortex and decreased activation of the amygdala, on pre-post fMRI and compared to young adults who continue to play violent video games.
  4. Young adults who complete a computerized attention-training program after 7-10 days of violent video games will show increased activation of regions in the dorsolateral prefrontal cortex and anterior cingulate cortex and decreased activation of the amygdala, on pre-post fMRI and compared to young adults who continue to play violent video games.
Read the detailed description

After an initial screening visit (Visit 1) followed by a one-week period of monitoring their usual media habits, subjects will have a baseline functional magnetic resonance imaging (fMRI) scan (Visit 2). They will then be assigned in a 3:1 ratio to either one-week of violent video game play for 1-2 hours per day or no video game play for one week. Subjects will receive a second fMRI scan at the end of that week (Visit 3). Subjects who had played violent video games will then be assigned to one of three conditions (continued regular violent video game play, no video game play, or an intervention involving cognitive training of working memory) for one week, in order to investigate the persistence of any changes that are found after the first week of exposure. Subjects who had not played video games during the first week will continue to not play video games for the second week. Following that week, subjects will receive a third fMRI scan (Visit 4). One week after the third fMRI scan, subjects will have a final visit or phone call to check on the possibility of any issues with aggressive thoughts/feelings/behavior following the video game exposure in the study (Visit 5). Brain functioning will be measured using functional magnetic resonance imaging (fMRI) as the primary measurement methodology, with neuropsychological testing used as a secondary measurement methodology.

Being tested
Control group with no video game play, control 2, VG1 group (2 weeks of violent video game play), Cognitive Training

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Control group with no video game playBehavioural

    Also called Control 1 group

    Subjects will abstain from all video game play during study participation.

  • control 2Behavioural

    Also called Control 2 group

    Subjects will play 1 week of violent video game play followed by 1 week of no video game play.

  • VG1 group (2 weeks of violent video game play)Behavioural

    Also called VG1-VG2

    Subjects will play a violent video game for 2 weeks of study participation.

  • Cognitive TrainingBehavioural

    Also called VG1-CT group

    Subjects will play a violent video game for 1 week followed by 1 week of Cognitive Training program.

Study groups in NCT00700453
Study groupRoleWhat they receive
Control 1 GroupActive comparatorSubjects randomized to the Control 1 group will abstain from playing any video games for the entire study participation.
Receives: Behavioral: Control group with no video game play
VG1- Control 2 GroupActive comparatorSubjects randomized to the Control 2 group will play a selected violent video game for 60-120 minutes/day during week 2 of the study and will abstain from any video game play during week 3 of the study.
Receives: Behavioral: control 2
VG1- VG2 groupActive comparatorSubjects randomized for VG1-VG2 group will play 60-120 minutes/day of a violent video game during weeks 2 \& 3 of study participation.
Receives: Behavioral: VG1 group (2 weeks of violent video game play)
VG1-CT groupActive comparatorSubjects randomized to the VG1-CT group will play 60-120 minutes of a selected violent video game during week 2 of the study and play a selected computerized cognitive training program for 60-120 minutes/day during week 3 of the study.
Receives: Behavioral: Cognitive Training

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Functional Magnetic Resonance Imaging

    Measured: Completed at visit 2, 3, and 4 (each visit 7-10 days apart)

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted18 Jun 2008 (estimated)
  2. Study startJul 2008
  3. Primary completionMar 2011
  4. Study completionDec 2018 (estimated)

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Allocation
Randomised
Intervention model
Parallel groups
Masking
None (open label)
Enrolment
60 participants (estimated)
IDs, dates and publications
ClinicalTrials.gov ID
NCT00700453
Sponsor's protocol ID
0804-07
Status last verified
Apr 2012
First submitted
11 Jun 2008
Last updated
3 May 2012
Results posted
No
Data monitoring committee
Yes

Questions about this trial

What is this clinical trial studying?

A study testing VG1 group (2 weeks of violent video game play) and Cognitive Training in people with Brain Functioning and Violent Video Game Play, run by Indiana University at 2 sites in United States.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 8 inclusion and 8 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: status not confirmed, as of the sponsor's last update on 3 May 2012. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 2 sites in United States. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

Results are not available in the source record.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Functional Magnetic Resonance Imaging (time frame: Completed at visit 2, 3, and 4 (each visit 7-10 days apart)). It is what the study was designed to measure, not a finding.

Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 3 May 2012.

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