Internet Gaming DisorderNCT06957392
Mechanisms and Interventions of Social Reward on Cognitive Control in Internet Gaming Disorder
A study testing Systematic self-help training program for enhancing social reward and general knowledge about Internet Gaming Disorder . in people with Internet Gaming Disorder, run by The First Affiliated Hospital of Bengbu Medical University at 1 site in China.
Trial 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 more about this study
- Who is it for?
- Ages 18 to 35 years
- Conditions the study is for
- Internet Gaming Disorder
- What is being tested?
- Systematic self-help training program for enhancing social reward and general knowledge about Internet Gaming Disorder .
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 60 participants
- Where
- 1 siteChina
- Study dates
- 25 Jan 2026to 25 Dec 2026
- 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 35 years
- All sexes
- No healthy volunteers
- Adult
Who may be able to join
- 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;
Who cannot join
- 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 DSM-5 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
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, 1 recruiting
- Recruiting
Bengbu Medical University
Bengbu
Dongliang Jiao, doctor, 15005527903, jdl3925697@163.com
About this study
Official title: Mechanisms and Interventions of Social Reward Modulating Cognitive Control in Internet Gaming Disorder Via the dACC-DLPFC Circuit
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.
- Conditions
- Internet Gaming Disorder
- Being tested
- Systematic self-help training program for enhancing social reward, general knowledge about Internet Gaming Disorder .
- Keywords
- Internet gaming disorder, Cognitive control, dACC-DLPFC, Social reward
- 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.
Systematic self-help training program for enhancing social rewardBehavioural
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.
general knowledge about Internet Gaming Disorder .Behavioural
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.
| Study group | Role | What they receive |
|---|---|---|
| Systematic self-help training program for enhancing social reward | Experimental | 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. Receives: Behavioral: Systematic self-help training program for enhancing social reward |
| general knowledge about Internet Gaming Disorder . | Other | 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. Receives: Behavioral: general knowledge about Internet Gaming Disorder . |
What is being measured
The primary outcome is the main question the study is designed to answer.
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
Measured: through study completion, an average of 1 month
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.
Measured: through study completion, an average of 1 month
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.
Measured: through study completion, an average of 1 month
Secondary outcomes (3)
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.
Measured: through study completion, an average of 1 month
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.
Measured: through study completion, an average of 1 month
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)
Measured: through study completion, an average of 1 month
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted4 May 2025
- Study start25 Jan 2026
- Primary completion25 Dec 2026 (estimated)
- Study completion25 Dec 2026 (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
- None (open label)
- Enrolment
- 60 participants (estimated)
Sponsor and investigators
- Lead sponsor
- The First Affiliated Hospital of Bengbu Medical University
- Sponsor type
- University, hospital or other
- Collaborators
- Bengbu Medical University
- Responsible party
- Sponsor
- Investigators
- Dongliang Jiao, doctor, Study chair, School of Mental Health, Bengbu Medical University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06957392
- Sponsor's protocol ID
- dlJiao-035
- Status last verified
- Jul 2026
- First submitted
- 26 Apr 2025
- Last updated
- 22 Jul 2026
- Results posted
- 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 22 Jul 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Mechanisms and Interventions of Social Reward Modulating Cognitive Control in Internet Gaming Disorder Via the dACC-DLPFC Circuit
- ClinicalTrials.gov ID
- NCT06957392
- Acronym / sponsor ID
- dlJiao-035
- Conditions
- Internet Gaming Disorder
- Keywords
- Internet gaming disorder, Cognitive control, dACC-DLPFC, Social reward
- Study type
- Interventional
- Recruitment status
- Recruiting
- Enrolment
- 60 participants (estimated)
- Lead sponsor
- The First Affiliated Hospital of Bengbu Medical UniversityUniversity, hospital or other
- Collaborators
- Bengbu Medical University
- Study start
- 25 Jan 2026 (actual)
- Primary completion
- 25 Dec 2026 (estimated)
- Study completion
- 25 Dec 2026 (estimated)
- First posted
- 4 May 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.
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.
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.
Study design
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Systematic self-help training program for enhancing social reward | Experimental | Behavioral: Systematic self-help training program for enhancing social reward1. 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. |
| general knowledge about Internet Gaming Disorder . | Other | Behavioral: 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. |
Who may qualify
- Ages
- 18 to 35 years
- Sex
- All
- Healthy volunteers
- Not accepted
- Age groups
- Adult
Key inclusion criteria (5 listed)
- 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;
Key exclusion criteria (5 listed)
- 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 DSM-5 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
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 |
|---|---|---|
| Systematic self-help training program for enhancing social rewardBased 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. | Behavioural | Systematic self-help training program for enhancing social reward |
| general 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. | Behavioural | general knowledge about Internet Gaming Disorder . |
Primary outcome
Severity of Gaming Disorder
Time frame: through study completion, an average of 1 month
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
Social Reward
Time frame: through study completion, an average of 1 month
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.
Executive Function
Time frame: through study completion, an average of 1 month
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.
3 secondary outcomes
Changes of Behavioral Indicators
Time frame: through study completion, an average of 1 month
Changes of Electrophysiological Indicators
Time frame: through study completion, an average of 1 month
Neuroimaging Indicators
Time frame: through study completion, an average of 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 22 Jul 2026.
- 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.
Dongliang Jiao, doctor study chair
School of Mental Health, Bengbu Medical University
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Systematic self-help training program for enhancing social reward and general knowledge about Internet Gaming Disorder . in people with Internet Gaming Disorder, run by The First Affiliated Hospital of Bengbu Medical 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 5 inclusion and 5 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: looking for participants now, as of the sponsor's last update on 22 Jul 2026. 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. 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 Dongliang Jiao, doctor (15005527903, jdl3925697@163.com), or a site near the patient. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Severity of Gaming Disorder (time frame: through study completion, an average of 1 month). The study lists 3 primary outcomes in all. 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 22 Jul 2026.