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Internet Gaming DisorderNCT06582979

Effect of Computer-Based Game and HIIT Towards Symptoms, Executive Function and Neuroplasticity in Teens with IGD

A study testing Computer-Based Game Therapy and High-Intensity Interval Training in people with Internet Gaming Disorder, run by Universitas Indonesia at 1 site in Indonesia.

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 The sponsor has not verified this record for over two years, so it may be out of date.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

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). Read more about this study

Who is it for?
Ages 13 to 15 years
Conditions the study is for
Internet Gaming Disorder
What is being tested?
Computer-Based Game Therapy and High-Intensity Interval Training
Could I receive a placebo?
No, everyone receives an active treatment
How many people
44 participants
Where
1 siteIndonesia
Study dates
16 Jan 2025to 21 Jul 2025
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 13 to 15 years
  • All sexes
  • No healthy volunteers
  • Child

Who may be able to join

  • Participants who have filled and agreed to the study by signing the informed assent.
  • Parents of the participants have filled and agreed to the interventions by signing the informed consent.
  • Participants able to follow instruction and procedure of the study

Who cannot join

  • Physical disabilities
  • Hearing disabilities
  • Color blindness
  • Respiratory or cardiovascular comorbidities that hinders exercise abilities
  • Other psychiatric comorbidities

Trial locations and contacts

1 site in 1 country.

Eva Suryani, dr., Sp.KJ. contact

+6281574877329

eva.suryanipramudhita@gmail.com

Indonesia1 site
  • Faculty of Medicine, Universitas Indonesia - Dr. Cipto Mangunkusumo General Hospital

    Jakarta, DKI Jakarta

Other trials in Indonesia

About this study

Official title: 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

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:

  • How effective are computer-based game and HIIT exercises in reducing addiction symptoms of IGD?
  • 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)?
  • Do computer-based game and HIIT exercise help brains of teens with IGD to be more able to change and adapt?
Read more

Researchers will compare the improvement before and after the therapies.

Participants will:

  • Undergo both therapies (computer-based game and HIIT) every week for 7 weeks. Computer-based game will be done 3 times/week and HIIT 2 times/week
  • 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)
Read the detailed description

This is a study protocol of a clinical study to examine the effectiveness of computer-based game and high-intensity interval training towards improvement of clinical symptoms, executive function and neuroplasticity in adolescents with Internet Gaming Disorder (IGD).

According to calculations, our study will aim for a minimum of 44 participants using purposive sampling. Participants will drop-out of the study if they missed >10% participation (>3 sessions out of 35 total sessions). Analysis of the effectiveness of both interventions (computer-based game and HIIT exercise) on improvement of clinical symptoms of Internet Gaming Disorder will be done using McNemar test. Meanwhile, analysis of the effectiveness of both interventions towards executive function and neuroplasticity will be done using paired-T tests. Significance levels will be set at 0.05 for analysis. All data will be analyzed using IBM SPSS v. 26.0.

Being tested
Computer-Based Game Therapy, High-Intensity Interval Training
Keywords
Indonesia, Computer-based game, High-Intensity Interval Training, Executive Function, Neuroplasticity, Adolescents, Internet Gaming Disorder, Study protocol, Teens
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.

  • Computer-Based Game TherapyBehavioural

    Computer-based game intervention will be done three times a week, every morning before school lessons begin or during break time. Researchers will give a brief explanation of the rules on how to play the game before the intervention begins. In the game, participants will act as a fruit truck delivery driver and will have to sort out fruit delivery to different houses according to the instructions of the game. For example, the instruction starts with delivering a yellow-colored banana to a house with a red-colored roof, or delivering a purple-colored grape to a house with a blue-colored roof. Participants will first have to finish a minimum of three tutorial rounds reaching ≥75% correct delivery. Instructions will be divided into four stages; visual stimulus, auditory stimulus, visual stimulus with an obstacle, auditory stimulus with an obstacle. Each round will last for 2 minutes. Total time needed to complete a single computer-based intervention session is around 30-45 minutes.

  • High-Intensity Interval TrainingBehavioural

    HIIT will be done two times a week during physical education hours (in the school's sports field) led by the school's physical education teacher and also certified physical trainers who have undergone training supervised by a sports medicine physician. Before the start of each HIIT session, participants will have their pulse rate assessed with a pulse oximetry and then undergo warm-up for 5 minutes. The duration of each HIIT session will be continuously extended starting at around 4 minutes (1 tabata block/8 moves) during the first week to 8 minutes (2 tabata block/16 moves) during the final week. A single tabata block moveset incorporates 8 total moves; squat jump, push up, high skipping, burpees, isometric front plank, multi jumps on bench, mountain climber in hand plank and lateral sprint (5m). Each move will be done for 20 seconds, followed by a 10 second rest. Pulse rate will be assessed again after the HIIT session and then participants will undergo cooling down and relaxation.

Study groups in NCT06582979
Study groupRoleWhat they receive
Combined Intervention GroupExperimentalThis group will experience both computer-based game therapy and also high-intensity interval training for 7 weeks.
Receives: Behavioral: Computer-Based Game Therapy; Behavioral: High-Intensity Interval Training

What is being measured

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

  1. Clinical Symptoms

    Clinical Symptoms of Internet Gaming Disorder evaluated with Ten-Item Internet Gaming Disorder Test (IGDT-10) questionnaire

    Measured: Baseline (T0), 4th week of intervention (T1), 7th week of intervention (T2)

  2. Executive Function

    Executive Function assessed with Behavior Rating Inventory of Executive Function (BRIEF) questionnaire

    Measured: Baseline (T0), 4th week of intervention (T1), 7th week of intervention (T2)

  3. Neuroplasticity

    Neuroplasticity measured with serum brain-derived neurotrophic factor (BDNF) levels

    Measured: Baseline (T0), 4th week of intervention (T1), 7th week of intervention (T2)

Timeline

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

  1. First posted3 Sep 2024
  2. Study start16 Jan 2025 (estimated)
  3. Primary completion6 Mar 2025 (estimated)
  4. Study completion21 Jul 2025 (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
Primary purpose
Treatment
Allocation
Not applicable
Intervention model
Single group
Model description
One group pre and post-test design
Masking
None (open label)
Enrolment
44 participants (estimated)
IDs, dates and publications
ClinicalTrials.gov ID
NCT06582979
Sponsor's protocol ID
24-03-0436
Status last verified
Aug 2024
First submitted
31 Aug 2024
Last updated
3 Sep 2024
Results posted
No
Data monitoring committee
Yes
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Questions about this trial

What is this clinical trial studying?

A study testing Computer-Based Game Therapy and High-Intensity Interval Training in people with Internet Gaming Disorder, run by Universitas Indonesia at 1 site in Indonesia.

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 3 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: status not confirmed, as of the sponsor's last update on 3 Sep 2024. 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 Indonesia. 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?

Contact Eva Suryani, dr., Sp.KJ. (+6281574877329, eva.suryanipramudhita@gmail.com), or a site near the patient. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Clinical Symptoms (time frame: Baseline (T0), 4th week of intervention (T1), 7th week of intervention (T2)). 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 3 Sep 2024.

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