Internet Gaming DisorderNCT06759051
Targeted TDCS Intervention for Internet Gaming Disorder
A study testing tDCS in people with Internet Gaming Disorder, run by Peking University at 1 site in China.
Trial summary
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… Read more about this study
- Who is it for?
- Ages 18 to 30 years
- Conditions the study is for
- Internet Gaming Disorder
- What is being tested?
- tDCS
- Type of treatment
- Medical device
- Could I receive a placebo?
- Yes, some participants may receive a placebo
- How many people
- 180 participants
- Where
- 1 siteChina
- Study dates
- 30 Dec 2024to 15 Feb 2025
- Phase
- Interventional
- Are there results?
- Not yet: the study is under way
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 30 years
- All sexes
- No healthy volunteers
- Adult
Who may be able to join
- Age range of 18-30 years old; and
- Familiar with and mainly play King\'s Honour;
- IGDS9-SF score ≥ 32 points
- Meets DSM-5 diagnostic criteria for online game addiction;
- Played online games for at least 14 hours per week in the past 1 year;
- signed an informed consent form to voluntarily participate in this trial.
Who cannot join
- severe mental illness, neurological disorder or physical illness; and
- History of substance abuse/dependence (including alcohol);
- Contraindications to EEG acquisition;
- Colour blindness, colour deficiency or other vision-related eye diseases affecting vision;
- Pregnant and breastfeeding women, or women who are menstruating; and
- Poor compliance: subjects who, in the opinion of the investigator, are unable to co-operate with the trial.
Trial locations and contacts
1 site in 1 country. Contact the study team or a site near you to ask about taking part.
China1 site
National Institute on Drug Dependence, Peking University
Beijing, Beijing Municipality, 100191
Jie Shi, +86-10-82801593, shijie@bjmu.edu.cn
About this study
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.
This 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\'s central parietal cortex; and the third and fourth groups had the anode at the subject\'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.
- Conditions
- Internet Gaming Disorder
- Being tested
- tDCS, Sham (No Treatment)
- Keywords
- Internet gaming disorder, tDCS, IGD
- Medical subject headings
- Internet Addiction Disorder
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
tDCSDevice
The stimulation pattern for the true intervention was that the current level ramped up from 0 to 2 mA for the first 10 seconds of stimulation, then maintained at 2 mA for 19 minutes and 40 seconds, and then ramped down from 2 mA to 0 mA for the last 10 seconds, all over a 20-minute period.
Sham (No Treatment)Device
In contrast to the active intervention, the sham intervention consisted of a current ramp from 0mA to 2mA for the first 20 seconds of stimulus onset, followed by a ramp down to 0mA. the current was maintained at 0mA for 19 minutes and 20 seconds, and then the current was ramped from 0mA to 2mA for the last 20 seconds, followed by a ramp down to 0mA. The entire procedure lasted the same as the active intervention, which lasted for 20 minutes.
| Study group | Role | What they receive |
|---|---|---|
| Active Intervention Group-Central parietal cortex (cathode) | Active comparator | A 5*5cm square electrode sheet was placed in the subject's central parietal brain area (Pz electrode point) and a 5*5cm square electrode sheet was placed at the trapezius muscle at the base of the right side of the neck, where cathodic stimulation was given at the parietal lobe and anodic stimulation was given at the right trapezius muscle. Subjects will be intervened under a drug cue response task. The stimulation pattern of the true intervention is that the current level ramps up from 0 to 2mA in the first 10 seconds of stimulation onset, then maintains the 2mA level for a continuous stimulation period of 19 minutes and 40 seconds, and then decreases the current level from 2mA to 0mA in the last 10 seconds. the whole process lasts for 20 minutes. Receives: Device: tDCS |
| Sham Intervention Group-Central parietal cortex (cathode) | Sham comparator | A 5*5cm square electrode sheet was placed in the subject's central parietal brain area (Pz electrode point) and a 5*5cm square electrode sheet was placed at the right trapezius muscle at the base of the neck, where cathodic stimulation was given at the parietal lobe and anodic stimulation at the right trapezius muscle. The whole process lasted 20 min. Subjects will be intervened under a drug cue response task. The sham intervention will be conducted in such a way that during the first 20 seconds of stimulation, the current will ramp up from 0mA to 2mA and then ramp down to 0mA, maintaining the current at 0mA for 19 minutes and 20 seconds, and then in the last 20 seconds, the current will ramp up from 0mA to 2mA and then ramp down to 0mA. The whole duration of the procedure will be the same as that of the real intervention. Receives: Device: Sham (No Treatment) |
| Active Intervention Group-Dorsolateral Prefrontal Cortex (anodic) | Active comparator | A 5*5cm square electrode sheet will be placed in the subject's left DLPFC brain area (F3 electrode site) and a 5*5cm square electrode sheet will be placed at the right trapezius muscle at the base of the neck, where anodic polar stimulation will be given at the DLPFC and cathodic stimulation will be given at the trapezius muscle at the base of the neck on the right right side. Subjects will be intervened under a drug cue response task. The stimulation pattern of the true intervention is that the current level ramps up from 0 to 2mA in the first 10 seconds of stimulation onset, then maintains the 2mA level for a continuous stimulation period of 19 minutes and 40 seconds, and then decreases the current level from 2mA to 0mA in the last 10 seconds. the whole process lasts for 20 minutes. Receives: Device: tDCS |
| Sham Intervention Group-Dorsolateral Prefrontal Cortex (anodic) | Sham comparator | A 5*5cm square electrode sheet will be placed in the subject's left DLPFC brain area (F3 electrode site) and a 5*5cm square electrode sheet will be placed at the right trapezius muscle at the base of the neck, where anodic polar stimulation will be given at the DLPFC and cathodic stimulation will be given at the trapezius muscle at the base of the neck on the right right side. Subjects will be intervened under a drug cue response task. The whole procedure lasts for 20 minutes. The sham intervention will be in the form of a current that ramps up from 0mA to 2mA and then ramps down to 0mA for the first 20 seconds of stimulation onset. after maintaining a current level of 0mA for 19 minutes and 20 seconds, the current will again ramp up from 0mA to 2mA for the last 20 seconds and then ramp down to 0mA. Receives: Device: Sham (No Treatment) |
| Active Intervention Group for EEG-tDCS | Active comparator | The personalised EEG classifier model established through machine learning is used to identify the current game cue response EEG pattern state of the subject during intervention and perform tDCS intervention in real time. The real-time EEG data of the true intervention group was collected for 1 second at a time in real time, and then pre-processed, and feature extraction was performed on the real-time EEG data using the temporal clusters in the first part, and then inputted into the EEG classifier model mentioned above, which in turn calculated the similarity between the current state and the previous game cue response-evoked EEG pattern, i.e., whether or not it was currently in a high craving response state. Once in the high craving state and short-term tDCS intervention, the intervention site is the effective target site found above, and a short-term electrical stimulation intervention of 2 seconds and 2mA is given. Receives: Device: tDCS |
| Sham Intervention Group for EEG-tDCS | Sham comparator | The EEG signal of the subject completing the game cue response task is first acquired, the signal is preprocessed, and then the time-domain voltage feature and the time-frequency domain energy feature of the EEG are obtained by comparing the game cue and the neutral cue condition, and the spatiotemporal clusters of the time-domain feature and the time-frequency domain feature under the above thresholds are obtained by the method based on the cluster statistic in the EEG analysis in the adjacent time window and the adjacent electrode position, respectively. Further, a personalised EEG classifier model is established by machine learning.
The above model is used during intervention to identify the current EEG pattern state of the subject's game cue response and perform tDCS intervention in real time. The sham intervention group used the EEG data of the real intervention group for intervention triggering. Receives: Device: Sham (No Treatment) |
What is being measured
The primary outcome is the main question the study is designed to answer.
Craving Of Game (VAS)
Subjects\' thirst was indicated by scores on a questionnaire (VAS),The range is 0-9, with 0 meaning that you don't want to play the game very much after looking at the picture, and 9 meaning that you want to play the game very much after looking at the picture.
Measured: "From enrollment to the end of treatment at 1 month"
Secondary outcomes (5)
Craving Of Game (Questionnaire on Gaming Urge, Brief Version(QGU-B))
Subjects\' thirst was indicated by scores on a questionnaire (QGU-B),The QGU-B scale consists of 10 items, and the intensity of each item is indicated by a score from 1 to 7, with higher scores indicating a stronger urge to play.
Measured: "From enrollment to the end of treatment at 1 month"
Severity of game addiction (DSM-5)
The severity of the subject\'s gaming addiction is indicated by the score on the questionnaire (DSM-5),The DSM-5 scale consists of nine items, each of which has a "yes" or "no" choice, with a "yes" choice counting as one point and a "no" choice being indicated by a score from 1 to 7. "The higher the score, the more severe the online game use disorder.
Measured: "From enrollment to the end of treatment at 1 month"
Severity of game addiction (Internet Gaming Disorder Scale-Short-Form(IGD-S9))
The severity of the subject\'s gaming addiction is indicated by the score on the questionnaire (IGD-S9),The IGD-S9 scale consists of nine items with scores ranging from 9 to 45, with higher scores indicating higher levels of addiction.
Measured: "From enrollment to the end of treatment at 1 month"
Electroencephalographic (EEG) index
Brain waves of subjects in resting or task states, include P300 at Pz electrode, point;time frequency of P300 (alpha, theta, beta, delta).
Measured: "From enrollment to the end of treatment at 1 month"
Behavioural indicators under EEG tasks
Under the Iowa Gambling task (IGT), participants were analyzed for the percentage of participants choosing each type of card (high-risk but high-reward, low-risk but low-reward), thus comparing their risky decision-making abilities; under the Signal Stopping task (SST), participants were analyzed for their stop-signal reaction time (SSRT), which is the amount of time it takes an individual to successfully inhibit a response that has been initiated, thus assessing response inhibition; and under the Monetary Incentive Delay task (MID), subjects were analyzed for five conditions (large win, large loss, small win, small loss, neutral ) reaction times and accuracy, assessing participants' expectations of rewards and punishments and outcome feedback.
Measured: "From enrollment to the end of treatment at 1 month"
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted6 Jan 2025
- Study start30 Dec 2024 (estimated)
- Primary completion31 Jan 2025 (estimated)
- Study completion15 Feb 2025 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Internet Gaming DisorderStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
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
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Double blind
- Who is masked
- Participant, Investigator
- Enrolment
- 180 participants (estimated)
Sponsor and investigators
- Lead sponsor
- Peking University
- Sponsor type
- University, hospital or other
- Responsible party
- Sponsor
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06759051
- Sponsor's protocol ID
- IGD-tDCS
- Status last verified
- Dec 2024
- First submitted
- 12 Dec 2024
- Last updated
- 6 Jan 2025
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No
Study at a glance
From the registry record, last updated by the sponsor on 6 Jan 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Targeted TDCS Intervention for Internet Gaming Disorder
- ClinicalTrials.gov ID
- NCT06759051
- Acronym / sponsor ID
- IGD-tDCS
- Conditions
- Internet Gaming Disorder
- Keywords
- Internet gaming disorder, tDCS, IGD
- Study type
- Interventional
- Recruitment status
- Not yet recruiting
- Enrolment
- 180 participants (estimated)
- Lead sponsor
- Peking UniversityUniversity, hospital or other
- Study start
- 30 Dec 2024 (estimated)
- Primary completion
- 31 Jan 2025 (estimated)
- Study completion
- 15 Feb 2025 (estimated)
- First posted
- 6 Jan 2025 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
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.
This 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\'s central parietal cortex; and the third and fourth groups had the anode at the subject\'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.
Study design
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Double blind (participant, investigator)
- Number of arms
- 6
| Arm | Type | Receives |
|---|---|---|
| Active Intervention Group-Central parietal cortex (cathode) | Active comparator | Device: tDCSA 5*5cm square electrode sheet was placed in the subject's central parietal brain area (Pz electrode point) and a 5*5cm square electrode sheet was placed at the trapezius muscle at the base of the right side of the neck, where cathodic stimulation was given at the parietal lobe and anodic stimulation was given at the right trapezius muscle. Subjects will be intervened under a drug cue response task. The stimulation pattern of the true intervention is that the current level ramps up from 0 to 2mA in the first 10 seconds of stimulation onset, then maintains the 2mA level for a continuous stimulation period of 19 minutes and 40 seconds, and then decreases the current level from 2mA to 0mA in the last 10 seconds. the whole process lasts for 20 minutes. |
| Sham Intervention Group-Central parietal cortex (cathode) | Sham comparator | Device: Sham (No Treatment)A 5*5cm square electrode sheet was placed in the subject's central parietal brain area (Pz electrode point) and a 5*5cm square electrode sheet was placed at the right trapezius muscle at the base of the neck, where cathodic stimulation was given at the parietal lobe and anodic stimulation at the right trapezius muscle. The whole process lasted 20 min. Subjects will be intervened under a drug cue response task. The sham intervention will be conducted in such a way that during the first 20 seconds of stimulation, the current will ramp up from 0mA to 2mA and then ramp down to 0mA, maintaining the current at 0mA for 19 minutes and 20 seconds, and then in the last 20 seconds, the current will ramp up from 0mA to 2mA and then ramp down to 0mA. The whole duration of the procedure will be the same as that of the real intervention. |
| Active Intervention Group-Dorsolateral Prefrontal Cortex (anodic) | Active comparator | Device: tDCSA 5*5cm square electrode sheet will be placed in the subject's left DLPFC brain area (F3 electrode site) and a 5*5cm square electrode sheet will be placed at the right trapezius muscle at the base of the neck, where anodic polar stimulation will be given at the DLPFC and cathodic stimulation will be given at the trapezius muscle at the base of the neck on the right right side. Subjects will be intervened under a drug cue response task. The stimulation pattern of the true intervention is that the current level ramps up from 0 to 2mA in the first 10 seconds of stimulation onset, then maintains the 2mA level for a continuous stimulation period of 19 minutes and 40 seconds, and then decreases the current level from 2mA to 0mA in the last 10 seconds. the whole process lasts for 20 minutes. |
| Sham Intervention Group-Dorsolateral Prefrontal Cortex (anodic) | Sham comparator | Device: Sham (No Treatment)A 5*5cm square electrode sheet will be placed in the subject's left DLPFC brain area (F3 electrode site) and a 5*5cm square electrode sheet will be placed at the right trapezius muscle at the base of the neck, where anodic polar stimulation will be given at the DLPFC and cathodic stimulation will be given at the trapezius muscle at the base of the neck on the right right side. Subjects will be intervened under a drug cue response task. The whole procedure lasts for 20 minutes. The sham intervention will be in the form of a current that ramps up from 0mA to 2mA and then ramps down to 0mA for the first 20 seconds of stimulation onset. after maintaining a current level of 0mA for 19 minutes and 20 seconds, the current will again ramp up from 0mA to 2mA for the last 20 seconds and then ramp down to 0mA. |
| Active Intervention Group for EEG-tDCS | Active comparator | Device: tDCSThe personalised EEG classifier model established through machine learning is used to identify the current game cue response EEG pattern state of the subject during intervention and perform tDCS intervention in real time. The real-time EEG data of the true intervention group was collected for 1 second at a time in real time, and then pre-processed, and feature extraction was performed on the real-time EEG data using the temporal clusters in the first part, and then inputted into the EEG classifier model mentioned above, which in turn calculated the similarity between the current state and the previous game cue response-evoked EEG pattern, i.e., whether or not it was currently in a high craving response state. Once in the high craving state and short-term tDCS intervention, the intervention site is the effective target site found above, and a short-term electrical stimulation intervention of 2 seconds and 2mA is given. |
| Sham Intervention Group for EEG-tDCS | Sham comparator | Device: Sham (No Treatment)The EEG signal of the subject completing the game cue response task is first acquired, the signal is preprocessed, and then the time-domain voltage feature and the time-frequency domain energy feature of the EEG are obtained by comparing the game cue and the neutral cue condition, and the spatiotemporal clusters of the time-domain feature and the time-frequency domain feature under the above thresholds are obtained by the method based on the cluster statistic in the EEG analysis in the adjacent time window and the adjacent electrode position, respectively. Further, a personalised EEG classifier model is established by machine learning. The above model is used during intervention to identify the current EEG pattern state of the subject's game cue response and perform tDCS intervention in real time. The sham intervention group used the EEG data of the real intervention group for intervention triggering. |
Who may qualify
- Ages
- 18 to 30 years
- Sex
- All
- Healthy volunteers
- Not accepted
- Age groups
- Adult
Key inclusion criteria (6 listed)
- Age range of 18-30 years old; and
- Familiar with and mainly play King\'s Honour;
- IGDS9-SF score ≥ 32 points
- Meets DSM-5 diagnostic criteria for online game addiction;
- Played online games for at least 14 hours per week in the past 1 year;
Key exclusion criteria (6 listed)
- severe mental illness, neurological disorder or physical illness; and
- History of substance abuse/dependence (including alcohol);
- Contraindications to EEG acquisition;
- Colour blindness, colour deficiency or other vision-related eye diseases affecting vision;
- Pregnant and breastfeeding women, or women who are menstruating; and
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| tDCSThe stimulation pattern for the true intervention was that the current level ramped up from 0 to 2 mA for the first 10 seconds of stimulation, then maintained at 2 mA for 19 minutes and 40 seconds, and then ramped down from 2 mA to 0 mA for the last 10 seconds, all over a 20-minute period. | Device | Active Intervention Group for EEG-tDCS, Active Intervention Group-Central parietal cortex (cathode), Active Intervention Group-Dorsolateral Prefrontal Cortex (anodic) |
| Sham (No Treatment)In contrast to the active intervention, the sham intervention consisted of a current ramp from 0mA to 2mA for the first 20 seconds of stimulus onset, followed by a ramp down to 0mA. the current was maintained at 0mA for 19 minutes and 20 seconds, and then the current was ramped from 0mA to 2mA for the last 20 seconds, followed by a ramp down to 0mA. The entire procedure lasted the same as the active intervention, which lasted for 20 minutes. | Device | Sham Intervention Group for EEG-tDCS, Sham Intervention Group-Central parietal cortex (cathode), Sham Intervention Group-Dorsolateral Prefrontal Cortex (anodic) |
Primary outcome
Craving Of Game (VAS)
Time frame: "From enrollment to the end of treatment at 1 month"
Subjects\' thirst was indicated by scores on a questionnaire (VAS),The range is 0-9, with 0 meaning that you don't want to play the game very much after looking at the picture, and 9 meaning that you want to play the game very much after looking at the picture.
5 secondary outcomes
Craving Of Game (Questionnaire on Gaming Urge, Brief Version(QGU-B))
Time frame: "From enrollment to the end of treatment at 1 month"
Severity of game addiction (DSM-5)
Time frame: "From enrollment to the end of treatment at 1 month"
Severity of game addiction (Internet Gaming Disorder Scale-Short-Form(IGD-S9))
Time frame: "From enrollment to the end of treatment at 1 month"
Electroencephalographic (EEG) index
Time frame: "From enrollment to the end of treatment at 1 month"
Behavioural indicators under EEG tasks
Time frame: "From enrollment to the end of treatment at 1 month"
Results and safety
This study is still under way. Results are not available in the source record yet.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 6 Jan 2025.
- Individual participant dataSharing planned: No
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing tDCS in people with Internet Gaming Disorder, run by Peking University at 1 site in China.
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 6 inclusion and 6 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: opening soon, as of the sponsor's last update on 6 Jan 2025. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in China. 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. Some participants in this study may receive a placebo. 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?
This study is still under way. Results are not available in the source record yet.
How can a doctor refer a patient or contact the research team?
Contact Yan Sun (+86-10-82802470, sunyan@bjmu.edu.cn), or a site near the patient. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Craving Of Game (VAS) (time frame: "From enrollment to the end of treatment at 1 month"). 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 6 Jan 2025; AzTrials last refreshed its copy on 30 Oct 2026.