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Dopamine D3 Receptors Modulate the Ability of Win-Paired Cues to Increase Risky Choice in a Rat Gambling Task. J Neurosci 2016; 36:785-94. [PMID: 26791209 DOI: 10.1523/jneurosci.2225-15.2016] [Citation(s) in RCA: 65] [Impact Index Per Article: 7.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/20/2023] Open
Abstract
Similar to other addiction disorders, the cues inherent in many gambling procedures are thought to play an important role in mediating their addictive nature. Animal models of gambling-related behavior, while capturing dimensions of economic decision making, have yet to address the impact that these salient cues may have in promoting maladaptive choice. Here, we determined whether adding win-associated audiovisual cues to a rat gambling task (rGT) would influence decision making. Thirty-two male Long-Evans rats were tested on either the cued or uncued rGT. In these tasks, animals chose between four options associated with different magnitudes and frequencies of reward and punishing time-out periods. As in the Iowa Gambling Task, favoring options associated with smaller per-trial rewards but smaller losses and avoiding the tempting "high-risk, high-reward" decks maximized profits. Although the reinforcement contingencies were identical in both task versions, rats' choice of the disadvantageous risky options was significantly greater on the cued task. Furthermore, a D3 receptor agonist increased choice of the disadvantageous options, whereas a D3 antagonist had the opposite effects, only on the cued task. These findings are consistent with the reported role of D3 receptors in mediating the facilitatory effects of cues in addiction. Collectively, these results indicate that the cued rGT is a valuable model with which to study the mechanism by which salient cues can invigorate maladaptive decision making, an important and understudied component of both gambling and substance use disorders. Significance statement: We used a rodent analog of the Iowa Gambling Task to determine whether the addition of audiovisual cues would affect choice preferences. Adding reward-concurrent cues significantly increased risky choice. This is the first clear demonstration that reward-paired cues can bias cost/benefit decision making against a subject's best interests in a manner concordant with elevated addiction susceptibility. Choice on the cued task was uniquely sensitive to modulation by D3 receptor ligands, yet these drugs did not alter decision making on the uncued task. The relatively unprecedented sensitivity of choice on the cued task to D3-receptor-mediated neurotransmission data suggest that similar neurobiological processes underlie the ability of cues to both bias animals toward risky options and facilitate drug addiction.
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Khazaal Y, Chatton A, Rothen S, Achab S, Thorens G, Zullino D, Gmel G. Psychometric properties of the 7-item game addiction scale among french and German speaking adults. BMC Psychiatry 2016; 16:132. [PMID: 27160387 PMCID: PMC4862221 DOI: 10.1186/s12888-016-0836-3] [Citation(s) in RCA: 49] [Impact Index Per Article: 5.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/01/2015] [Accepted: 04/27/2016] [Indexed: 12/11/2022] Open
Abstract
BACKGROUND The 7-item Game Addiction Scale (GAS) is a used to screen for addictive game use. Both cross cross-linguistic validation and validation in French and German is needed in adult samples. The objective of the study is to assess the factorial structure of the French and German versions of the GAS among adults. METHODS Two samples of men from French (N = 3318) and German (N = 2665) language areas of Switzerland were assessed with the GAS, the Major Depression Inventory (MDI), the Brief Sensation Seeking Scale, and the Zuckerman-Kuhlman Personality Questionnaire (ZKPQ-50-cc). They were also assessed for cannabis and alcohol use. RESULTS The internal consistency of the scale was satisfactory (Cronbach α = 0.85). A one-factor solution was found in both samples. Small and positive associations were found between GAS scores and the MDI, as well as the Neuroticism-Anxiety and Aggression-Hostility subscales of the ZKPQ-50-cc. A small negative association was found with the ZKPQ-50-cc Sociability subscale. CONCLUSION The GAS, in its French and German versions, is appropriate for the assessment of game addiction among adults.
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Affiliation(s)
- Yasser Khazaal
- Department of Mental health and psychiatry, Geneva University Hospitals, Geneva, Switzerland. .,Department of psychiatry, Geneva University, Geneva, Switzerland.
| | - Anne Chatton
- Department of Mental health and psychiatry, Geneva University Hospitals, Geneva, Switzerland
| | - Stephane Rothen
- Department of Mental health and psychiatry, Geneva University Hospitals, Geneva, Switzerland
| | - Sophia Achab
- Department of Mental health and psychiatry, Geneva University Hospitals, Geneva, Switzerland
| | - Gabriel Thorens
- Department of Mental health and psychiatry, Geneva University Hospitals, Geneva, Switzerland
| | - Daniele Zullino
- Department of Mental health and psychiatry, Geneva University Hospitals, Geneva, Switzerland ,Department of psychiatry, Geneva University, Geneva, Switzerland
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Zhang Y, Ndasauka Y, Hou J, Chen J, Yang LZ, Wang Y, Han L, Bu J, Zhang P, Zhou Y, Zhang X. Cue-induced Behavioral and Neural Changes among Excessive Internet Gamers and Possible Application of Cue Exposure Therapy to Internet Gaming Disorder. Front Psychol 2016; 7:675. [PMID: 27242589 PMCID: PMC4860503 DOI: 10.3389/fpsyg.2016.00675] [Citation(s) in RCA: 19] [Impact Index Per Article: 2.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/07/2016] [Accepted: 04/22/2016] [Indexed: 12/27/2022] Open
Abstract
Internet gaming disorder (IGD) may lead to many negative consequences in everyday life, yet there is currently no effective treatment for IGD. Cue-reactivity paradigm is commonly used to evaluate craving for substance, food, and gambling; cue exposure therapy (CET) is applied to treating substance use disorders (SUDs) and some other psychological disorders such as pathological gambling (PG). However, no study has explored CET's application to the treatment of IGD except two articles having implied that cues' exposure may have therapeutic effect on IGD. This paper reviews studies on cue-induced behavioral and neural changes in excessive Internet gamers, indicating that behavioral and neural mechanisms of IGD mostly overlap with those of SUD. The CET's effects in the treatment of SUDs and PG are also reviewed. We finally propose an optimized CET paradigm, which future studies should consider and investigate as a probable treatment of IGD.
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Affiliation(s)
- Yongjun Zhang
- Center for Biomedical Engineering, School of Information Science and Technology, University of Science and Technology of ChinaHefei, China; School of Foreign Languages, Anhui Jianzhu UniversityHefei, China
| | - Yamikani Ndasauka
- School of Humanities and Social Science, University of Science and Technology of China Hefei, China
| | - Juan Hou
- Department of Philosophy, Anhui University Hefei, China
| | - Jiawen Chen
- CAS Key Laboratory of Brain Function and Disease, School of Life Science, University of Science and Technology of China Hefei, China
| | - Li Zhuang Yang
- CAS Key Laboratory of Brain Function and Disease, School of Life Science, University of Science and Technology of China Hefei, China
| | - Ying Wang
- CAS Key Laboratory of Brain Function and Disease, School of Life Science, University of Science and Technology of China Hefei, China
| | - Long Han
- CAS Key Laboratory of Brain Function and Disease, School of Life Science, University of Science and Technology of China Hefei, China
| | - Junjie Bu
- CAS Key Laboratory of Brain Function and Disease, School of Life Science, University of Science and Technology of China Hefei, China
| | - Peng Zhang
- State Key Laboratory of Brain and Cognitive Science, Institute of Biophysics, Chinese Academy of Sciences Beijing, China
| | - Yifeng Zhou
- CAS Key Laboratory of Brain Function and Disease, School of Life Science, University of Science and Technology of China Hefei, China
| | - Xiaochu Zhang
- Center for Biomedical Engineering, School of Information Science and Technology, University of Science and Technology of ChinaHefei, China; School of Humanities and Social Science, University of Science and Technology of ChinaHefei, China; CAS Key Laboratory of Brain Function and Disease, School of Life Science, University of Science and Technology of ChinaHefei, China; Center of Medical Physics and Technology, Hefei Institutes of Physical Science, Chinese Academy of SciencesHefei, China
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Figee M, Pattij T, Willuhn I, Luigjes J, van den Brink W, Goudriaan A, Potenza MN, Robbins TW, Denys D. Compulsivity in obsessive-compulsive disorder and addictions. Eur Neuropsychopharmacol 2016; 26:856-68. [PMID: 26774279 DOI: 10.1016/j.euroneuro.2015.12.003] [Citation(s) in RCA: 129] [Impact Index Per Article: 14.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/10/2015] [Revised: 08/17/2015] [Accepted: 12/01/2015] [Indexed: 01/05/2023]
Abstract
Compulsive behaviors are driven by repetitive urges and typically involve the experience of limited voluntary control over these urges, a diminished ability to delay or inhibit these behaviors, and a tendency to perform repetitive acts in a habitual or stereotyped manner. Compulsivity is not only a central characteristic of obsessive-compulsive disorder (OCD) but is also crucial to addiction. Based on this analogy, OCD has been proposed to be part of the concept of behavioral addiction along with other non-drug-related disorders that share compulsivity, such as pathological gambling, skin-picking, trichotillomania and compulsive eating. In this review, we investigate the neurobiological overlap between compulsivity in substance-use disorders, OCD and behavioral addictions as a validation for the construct of compulsivity that could be adopted in the Research Domain Criteria (RDoC). The reviewed data suggest that compulsivity in OCD and addictions is related to impaired reward and punishment processing with attenuated dopamine release in the ventral striatum, negative reinforcement in limbic systems, cognitive and behavioral inflexibility with diminished serotonergic prefrontal control, and habitual responding with imbalances between ventral and dorsal frontostriatal recruitment. Frontostriatal abnormalities of compulsivity are promising targets for neuromodulation and other interventions for OCD and addictions. We conclude that compulsivity encompasses many of the RDoC constructs in a trans-diagnostic fashion with a common brain circuit dysfunction that can help identifying appropriate prevention and treatment targets.
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Affiliation(s)
- Martijn Figee
- Academic Medical Center, Department of Psychiatry, Amsterdam, The Netherlands
| | - Tommy Pattij
- Neuroscience Campus Amsterdam, Department of Anatomy and Neurosciences, VU University Medical Center, Amsterdam, The Netherlands
| | - Ingo Willuhn
- Academic Medical Center, Department of Psychiatry, Amsterdam, The Netherlands; The Institute for Neuroscience, Institute of the Royal Netherlands Academy of Arts and Sciences, Amsterdam, The Netherlands
| | - Judy Luigjes
- Academic Medical Center, Department of Psychiatry, Amsterdam, The Netherlands
| | - Wim van den Brink
- Academic Medical Center, Department of Psychiatry, Amsterdam, The Netherlands; Amsterdam Institute for Addiction Research, Amsterdam, The Netherlands
| | - Anneke Goudriaan
- Academic Medical Center, Department of Psychiatry, Amsterdam, The Netherlands; Amsterdam Institute for Addiction Research, Amsterdam, The Netherlands
| | - Marc N Potenza
- Department of Psychiatry, Yale University School of Medicine, New Haven, CT, United States; Department of Neurobiology, Yale University School of Medicine, New Haven, CT, United States; Child Study Center, Yale University School of Medicine, New Haven, CT, United States
| | - Trevor W Robbins
- Department of Psychology and Behavioural and Clinical Neuroscience Institute, University of Cambridge, Cambridge, United Kingdom
| | - Damiaan Denys
- Academic Medical Center, Department of Psychiatry, Amsterdam, The Netherlands; The Institute for Neuroscience, Institute of the Royal Netherlands Academy of Arts and Sciences, Amsterdam, The Netherlands.
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Hague B, Kellett S, Sheeran P. Testing the Generalizability of Impulse Control Problems in Compulsive Buying. JOURNAL OF SOCIAL AND CLINICAL PSYCHOLOGY 2016. [DOI: 10.1521/jscp.2016.35.4.269] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/20/2022]
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Jeromin F, Nyenhuis N, Barke A. Attentional bias in excessive Internet gamers: Experimental investigations using an addiction Stroop and a visual probe. J Behav Addict 2016; 5:32-40. [PMID: 28092198 PMCID: PMC5322995 DOI: 10.1556/2006.5.2016.012] [Citation(s) in RCA: 30] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/25/2022] Open
Abstract
Background and aims Internet Gaming Disorder is included in the Diagnostic and statistical manual of mental disorders (5th edition) as a disorder that merits further research. The diagnostic criteria are based on those for Substance Use Disorder and Gambling Disorder. Excessive gamblers and persons with Substance Use Disorder show attentional biases towards stimuli related to their addictions. We investigated whether excessive Internet gamers show a similar attentional bias, by using two established experimental paradigms. Methods We measured reaction times of excessive Internet gamers and non-gamers (N = 51, 23.7 ± 2.7 years) by using an addiction Stroop with computer-related and neutral words, as well as a visual probe with computer-related and neutral pictures. Mixed design analyses of variance with the between-subjects factor group (gamer/non-gamer) and the within-subjects factor stimulus type (computer-related/neutral) were calculated for the reaction times as well as for valence and familiarity ratings of the stimulus material. Results In the addiction Stroop, an interaction for group × word type was found: Only gamers showed longer reaction times to computer-related words compared to neutral words, thus exhibiting an attentional bias. In the visual probe, no differences in reaction time between computer-related and neutral pictures were found in either group, but the gamers were faster overall. Conclusions An attentional bias towards computer-related stimuli was found in excessive Internet gamers, by using an addiction Stroop but not by using a visual probe. A possible explanation for the discrepancy could lie in the fact that the visual probe may have been too easy for the gamers.
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Affiliation(s)
- Franziska Jeromin
- Philipps-University, Marburg, Germany,Corresponding author: Franziska Jeromin; Department of Clinical Psychology and Psychotherapy, Philipps-University, Gutenbergstraße 18, 35032 Marburg, Germany; Phone: +49-6421-2824055; E-mail:
| | - Nele Nyenhuis
- Paracelsus-Roswitha-Klinik, Bad Gandersheim, Germany
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Electrophysiological correlates of problematic Internet use: Critical review and perspectives for future research. Neurosci Biobehav Rev 2015; 59:64-82. [DOI: 10.1016/j.neubiorev.2015.10.005] [Citation(s) in RCA: 28] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/02/2015] [Revised: 10/09/2015] [Accepted: 10/12/2015] [Indexed: 12/19/2022]
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58
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Ortiz de Gortari AB, Griffiths MD. Game Transfer Phenomena and its associated factors: An exploratory empirical online survey study. COMPUTERS IN HUMAN BEHAVIOR 2015. [DOI: 10.1016/j.chb.2015.04.060] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/23/2022]
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Abstract
Zusammenfassung. Zielsetzung: Es wird der aktuelle Forschungsstand über den Zusammenhang von ADHS und Mediensucht dargestellt, die beide zu den häufigsten kinder- und jugendpsychiatrischen Störungen gehören. Methodik: Anhand einer systematischen Literaturrecherche wurden aus 190 relevanten Suchergebnissen zum Thema ADHS und Mediensucht bei Kindern und Jugendlichen 125 Artikel zum Download ausgewählt. 57 Veröffentlichungen konnten eingeschlossen werden. Ergebnisse: Es besteht eine klare Evidenz, dass ADHS mit einer hohen Rate an Mediensucht verbunden ist und andererseits bei Mediensucht eine hohe Rate an ADHS-Symptomen gefunden wird. Die meisten Studien belegen nur diese Korrelation ohne Kausalitätsnachweis. Ergebnisse der neurobiologischen Forschung weisen auf die Nähe von ADHS und Mediensucht hin. Schlussfolgerungen: Bei Diagnose einer ADHS muss insbesondere auch die Mediennutzung erfasst werden und bei Vorliegen einer Mediensucht sorgfältig auf ADHS untersucht werden. ADHS muss als Risikofaktor für die Entwicklung einer Mediensucht angesehen werden, adäquate Therapie der ADHS kann dieses Risiko verringern. Eine ausgedehnte Mediennutzung kann Hinweis auf eine ungenügend behandelte ADHS sein.
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Affiliation(s)
- Gottfried Maria Barth
- Psychiatrie und Psychotherapie im Kindes- und Jugendalter, Universitätsklinik für Psychiatrie und Psychotherapie, Tübingen
| | - Tobias J. Renner
- Psychiatrie und Psychotherapie im Kindes- und Jugendalter, Universitätsklinik für Psychiatrie und Psychotherapie, Tübingen
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60
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Rabinovitz S, Nagar M. Possible End to an Endless Quest? Cognitive Bias Modification for Excessive Multiplayer Online Gamers. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2015; 18:581-7. [PMID: 26383549 DOI: 10.1089/cyber.2015.0173] [Citation(s) in RCA: 17] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/25/2023]
Abstract
Cognitive biases have previously been recognized as key mechanisms that contribute to the development, maintenance, and relapse of addictive behaviors. The same mechanisms have been recently found in problematic computer gaming. The present study aims to investigate whether excessive massively multiplayer online role-playing gamers (EG) demonstrate an approach bias toward game-related cues compared to neutral stimuli; to test whether these automatic action tendencies can be implicitly modified in a single session training; and to test whether this training affects game urges and game-seeking behavior. EG (n=38) were randomly assigned to a condition in which they were implicitly trained to avoid or to approach gaming cues by pushing or pulling a joystick, using a computerized intervention (cognitive bias modification via the Approach Avoidance Task). EG demonstrated an approach bias for gaming cues compared with neutral, movie cues. Single session training significantly decreased automatic action tendencies to approach gaming cues. These effects occurred outside subjective awareness. Furthermore, approach bias retraining reduced subjective urges and intentions to play, as well as decreased game-seeking behavior. Retraining automatic processes may be beneficial in changing addictive impulses in EG. Yet, large-scale trials and long-term follow-up are warranted. The results extend the application of cognitive bias modification from substance use disorders to behavioral addictions, and specifically to Internet gaming disorder. Theoretical implications are discussed.
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Affiliation(s)
| | - Maayan Nagar
- 2 Department of Criminology, Bar-Ilan University , Ramat-Gan, Israel
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61
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Donati MA, Chiesi F, Ammannato G, Primi C. Versatility and addiction in gaming: the number of video-game genres played is associated with pathological gaming in male adolescents. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2015; 18:129-32. [PMID: 25684613 DOI: 10.1089/cyber.2014.0342] [Citation(s) in RCA: 31] [Impact Index Per Article: 3.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
This study tested the predictive power of gaming versatility (i.e., the number of video game genres engaged in) on game addiction in male adolescents, controlling for time spent on gaming. Participants were 701 male adolescents attending high school (Mage=15.6 years). Analyses showed that pathological gaming was predicted not only by higher time spent on gaming, but also by participation in a greater number of video game genres. Specifically, the wider the array of video game genres played, the higher were the negative consequences caused by gaming. Findings show that versatility can be considered as one of the behavioral risk factors related to gaming addiction, which may be characterized by a composite and diversified experience with video games. This study suggests that educational efforts designed to prevent gaming addiction among youth may also be focused on adolescents' engagement in different video games.
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Affiliation(s)
- Maria Anna Donati
- Department of Neuroscience, Psychology, Drug, and Child's Health (NEUROFARBA), Section of Psychology, University of Florence , Italy
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Abstract
Throughout our evolutionary history, our cognitive systems have been altered by the advent of technological inventions such as primitive tools, spoken language, writing, and arithmetic systems. Thirty years ago, the Internet surfaced as the latest technological invention poised to deeply reshape human cognition. With its multifaceted affordances, the Internet environment has profoundly transformed our thoughts and behaviors. Growing up with Internet technologies, "Digital Natives" gravitate toward "shallow" information processing behaviors characterized by rapid attention shifting and reduced deliberations. They engage in increased multitasking behaviors that are linked to increased distractibility and poor executive control abilities. Digital natives also exhibit higher prevalence of Internet-related addictive behaviors that reflect altered reward-processing and self-control mechanisms. Recent neuroimaging investigations have suggested associations between these Internet-related cognitive impacts and structural changes in the brain. Against mounting apprehension over the Internet's consequences on our cognitive systems, several researchers have lamented that these concerns were often exaggerated beyond existing scientific evidence. In the present review, we aim to provide an objective overview of the Internet's impacts on our cognitive systems. We critically discuss current empirical evidence about how the Internet environment has altered the cognitive behaviors and structures involved in information processing, executive control, and reward-processing.
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Affiliation(s)
- Kep Kee Loh
- Institut National de la Santé et de la Recherche Médicale U846, Stem Cell and Brain Research Institute, Bron, France
| | - Ryota Kanai
- University of Sussex, School of Psychology, Sackler Centre for Consciousness Science, Brighton, UK
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63
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Wiers RW, Boelema SR, Nikolaou K, Gladwin TE. On the Development of Implicit and Control Processes in Relation to Substance Use in Adolescence. CURRENT ADDICTION REPORTS 2015; 2:141-155. [PMID: 25960940 PMCID: PMC4412508 DOI: 10.1007/s40429-015-0053-z] [Citation(s) in RCA: 39] [Impact Index Per Article: 3.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/02/2022]
Abstract
Adolescence is a period in which brain structures involved in motivation and cognitive control continue to develop and also a period in which many youth begin substance use. Dual-process models propose that, among substance users, implicit or automatically activated neurocognitive processes gain in relative influence on substance use behavior, while the influence of cognitive control or reflective processes weakens. There is evidence that a variety of implicit cognitive processes, such as attentional bias, biased action tendencies (approach bias), memory bias and at a neural level, cue reactivity, are associated with adolescent substance use. The impact of these implicit processes on the further development of addictive behaviors appears to depend on moderating factors, such as (premorbid) executive control functions. Clear negative effects of adolescent substance use on executive control functions generally have not been found using behavioral tasks, although some studies have identified subtle and specific effects on cognitive functioning.
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Affiliation(s)
- Reinout W. Wiers
- Addiction Development and Psychopathology (ADAPT) Lab, Department of Psychology, University of Amsterdam, Weesperplein 4, 1018 XA Amsterdam, The Netherlands
| | - Sarai R. Boelema
- Department of Cultural Diversity and Youth, Utrecht University, Utrecht, The Netherlands
| | - Kiki Nikolaou
- Addiction Development and Psychopathology (ADAPT) Lab, Department of Psychology, University of Amsterdam, Weesperplein 4, 1018 XA Amsterdam, The Netherlands
| | - Thomas E. Gladwin
- Addiction Development and Psychopathology (ADAPT) Lab, Department of Psychology, University of Amsterdam, Weesperplein 4, 1018 XA Amsterdam, The Netherlands
- Research Centre-Military Mental Health, Ministry of Defense, Utrecht, The Netherlands
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Luijten M, Meerkerk GJ, Franken IHA, van de Wetering BJM, Schoenmakers TM. An fMRI study of cognitive control in problem gamers. Psychiatry Res 2015; 231:262-8. [PMID: 25670645 DOI: 10.1016/j.pscychresns.2015.01.004] [Citation(s) in RCA: 39] [Impact Index Per Article: 3.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/05/2014] [Revised: 12/14/2014] [Accepted: 01/08/2015] [Indexed: 12/22/2022]
Abstract
A small proportion of video game players develop uncontrolled gaming behavior. A dysfunctional cognitive control circuit may explain this excessive behavior. Therefore, the current study investigated whether problem gamers are characterized by deficits in various aspects of cognitive control (inhibitory control, error processing, attentional control) by measuring brain activation using functional magnetic resonance imaging during Go-NoGo and Stroop task performance. In addition, both impulsivity and attentional control were measured using self-reports. Participants comprised 18 problem gamers who were compared with 16 matched casual gaming controls. Results indicate significantly increased self-reported impulsivity levels and decreased inhibitory control accompanied by reduced brain activation in the left inferior frontal gyrus (IFG) and right inferior parietal lobe (IPL) in problem gamers relative to controls. Significant hypoactivation in the left IFG in problem gamers was also observed during Stroop task performance, but groups did not differ on behavioral and self-reported measures of attentional control. No evidence was found for reduced error processing in problem gamers. In conclusion, the current study provides evidence for reduced inhibitory control in problem gamers, while attentional control and error processing were mostly intact. These findings implicate that reduced inhibitory control and elevated impulsivity may constitute a neurocognitive weakness in problem gamers.
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Affiliation(s)
- Maartje Luijten
- Institute of Psychology, Erasmus University Rotterdam, P.O. Box 1738, 3000 DR Rotterdam, The Netherlands; Department of Radiology, Erasmus MC - University Medical Center Rotterdam, P.O. Box 2040, 3000 CA Rotterdam, The Netherlands; Behavioral Science Institute, Radboud University Nijmegen, P.O. Box 9104, 6500 HE Nijmegen, The Netherlands.
| | - Gert-Jan Meerkerk
- IVO Addiction Research Institute, Heemraadssingel 194, 3021 DM Rotterdam, The Netherlands; Erasmus MC - University Medical Center Rotterdam, P.O. Box 2040, 3000 CA Rotterdam, The Netherlands
| | - Ingmar H A Franken
- Institute of Psychology, Erasmus University Rotterdam, P.O. Box 1738, 3000 DR Rotterdam, The Netherlands
| | | | - Tim M Schoenmakers
- IVO Addiction Research Institute, Heemraadssingel 194, 3021 DM Rotterdam, The Netherlands; Erasmus MC - University Medical Center Rotterdam, P.O. Box 2040, 3000 CA Rotterdam, The Netherlands
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Wang H, Jin C, Yuan K, Shakir TM, Mao C, Niu X, Niu C, Guo L, Zhang M. The alteration of gray matter volume and cognitive control in adolescents with internet gaming disorder. Front Behav Neurosci 2015; 9:64. [PMID: 25852507 PMCID: PMC4367166 DOI: 10.3389/fnbeh.2015.00064] [Citation(s) in RCA: 58] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/15/2014] [Accepted: 02/24/2015] [Indexed: 01/06/2023] Open
Abstract
Objective: Internet gaming disorder (IGD) has been investigated by many behavioral and neuroimaging studies, for it has became one of the main behavior disorders among adolescents. However, few studies focused on the relationship between alteration of gray matter volume (GMV) and cognitive control feature in IGD adolescents. Methods: Twenty-eight participants with IAD and twenty-eight healthy age and gender matched controls participated in the study. Brain morphology of adolescents with IGD and healthy controls was investigated using an optimized voxel-based morphometry (VBM) technique. Cognitive control performances were measured by Stroop task, and correlation analysis was performed between brain structural change and behavioral performance in IGD group. Results: The results showed that GMV of the bilateral anterior cingulate cortex (ACC), precuneus, supplementary motor area (SMA), superior parietal cortex, left dorsal lateral prefrontal cortex (DLPFC), left insula, and bilateral cerebellum decreased in the IGD participants compared with healthy controls. Moreover, GMV of the ACC was negatively correlated with the incongruent response errors of Stroop task in IGD group. Conclusion: Our results suggest that the alteration of GMV is associated with the performance change of cognitive control in adolescents with IGD, which indicating substantial brain image effects induced by IGD.
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Affiliation(s)
- Hongmei Wang
- Department of Medical Imaging, The First Affiliated Hospital of Medical College, Xi'an Jiaotong University Xi'an, China
| | - Chenwang Jin
- Department of Medical Imaging, The First Affiliated Hospital of Medical College, Xi'an Jiaotong University Xi'an, China
| | - Kai Yuan
- School of Life Science and Technology, Xidian University Xi'an, China ; Engineering Research Center of Molecular and Neuro Imaging Ministry of Education Xi'an, China
| | - Tahir Mehmood Shakir
- Department of Medical Imaging, The First Affiliated Hospital of Medical College, Xi'an Jiaotong University Xi'an, China
| | - Cuiping Mao
- Department of Medical Imaging, The First Affiliated Hospital of Medical College, Xi'an Jiaotong University Xi'an, China
| | - Xuan Niu
- Department of Medical Imaging, The First Affiliated Hospital of Medical College, Xi'an Jiaotong University Xi'an, China
| | - Chen Niu
- Department of Medical Imaging, The First Affiliated Hospital of Medical College, Xi'an Jiaotong University Xi'an, China
| | - Liping Guo
- Department of Medical Imaging, The First Affiliated Hospital of Medical College, Xi'an Jiaotong University Xi'an, China
| | - Ming Zhang
- Department of Medical Imaging, The First Affiliated Hospital of Medical College, Xi'an Jiaotong University Xi'an, China
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Barrus MM, Cherkasova M, Winstanley CA. Skewed by Cues? The Motivational Role of Audiovisual Stimuli in Modelling Substance Use and Gambling Disorders. Curr Top Behav Neurosci 2015; 27:507-29. [PMID: 26531068 DOI: 10.1007/7854_2015_393] [Citation(s) in RCA: 18] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/24/2022]
Abstract
The similarity between gambling disorder (GD) and drug addiction has recently been recognized at the diagnostic level. Understanding the core cognitive processes involved in these addiction disorders, and in turn their neurobiological mechanisms, remains a research priority due to the enormous benefits such knowledge would have in enabling effective treatment design. Animal models can be highly informative in this regard. Although numerous rodent behavioural paradigms that capture different facets of gambling-like behaviour have recently been developed, the motivational power of cues in biasing individuals towards risky choice has so far received little attention despite the central role played by drug-paired cues in successful laboratory models of chemical dependency. Here, we review some of the comparatively simple paradigms in which reward-paired cues are known to modulate behaviour in rodents, such as sign-tracking, Pavlovian-to-instrumental transfer and conditioned reinforcement. Such processes are thought to play an important role in mediating responding for drug reward, and the need for future studies to address whether similar processes contribute to cue-driven risky choice is highlighted.
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Affiliation(s)
- Michael M Barrus
- Department of Psychology, University of British Columbia, 2215 Wesbrook Mall, Vancouver, BC, V6T 1Z3, Canada. .,Djavad Mowafaghian Centre for Brain Health, University of British Columbia, 2215 Wesbrook Mall, Vancouver, BC, V6T 1Z3, Canada.
| | - Mariya Cherkasova
- Djavad Mowafaghian Centre for Brain Health, University of British Columbia, 2215 Wesbrook Mall, Vancouver, BC, V6T 1Z3, Canada.,Department of Medicine, Division of Neurology, University of British Columbia, 2215 Wesbrook Mall, Vancouver, BC, V6T 1Z3, Canada
| | - Catharine A Winstanley
- Department of Psychology, University of British Columbia, 2215 Wesbrook Mall, Vancouver, BC, V6T 1Z3, Canada. .,Djavad Mowafaghian Centre for Brain Health, University of British Columbia, 2215 Wesbrook Mall, Vancouver, BC, V6T 1Z3, Canada.
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Abstract
The reclassification of gambling disorder within the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) addictions category marks an important step for addiction science. The similarities between gambling disorder and the substance use disorders have been well documented. As gambling is unlikely to exert actively damaging effects on the brain, the cognitive sequelae of gambling disorder may provide insights into addictive vulnerabilities; this idea is critically evaluated in light of recent structural imaging data. The second part of the review analyzes a fundamental question of how a behavior can become addictive in the absence of exogenous drug stimulation. The relative potency of drug and nondrug rewards is considered, alongside evidence that cognitive distortions in the processing of chance (for example, the illusion of control and the gambler's fallacy) may constitute an important added ingredient in gambling. Further understanding of these mechanisms at neural and behavioral levels will be critical for the classification of future behavioral addictions, and I consider the current research data for obesity and binge eating, compulsive shopping, and internet gaming disorder.
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Affiliation(s)
- Luke Clark
- Department of Psychology, Centre for Gambling Research, University of British Columbia, Vancouver, Canada
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VAN ROOIJ ANTONIUSJ, KUSS DARIAJ, GRIFFITHS MARKD, SHORTER GILLIANW, SCHOENMAKERS MTIM, VAN DE MHEEN DIKE. The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents. J Behav Addict 2014; 3:157-65. [PMID: 25317339 PMCID: PMC4189309 DOI: 10.1556/jba.3.2014.013] [Citation(s) in RCA: 178] [Impact Index Per Article: 16.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/27/2014] [Revised: 04/29/2014] [Accepted: 05/11/2014] [Indexed: 11/19/2022] Open
Abstract
AIMS The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use. METHODS Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking). RESULTS Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5%) than girls (1%). High problematic gamers showed higher scores on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG than non-users. CONCLUSIONS It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers - specifically boys - showed lower psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming.
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Affiliation(s)
- ANTONIUS J. VAN ROOIJ
- IVO Addiction Research Institute, Rotterdam, The Netherlands,Erasmus MC, Rotterdam, The Netherlands,Corresponding author: A. J. van Rooij, PhD; IVO Addiction Research Institute; Heemraadssingel 194, 3021 DM Rotterdam, The Netherlands; Phone: +31-10-4253366; Fax: +31-10-2763988; E-mail:
| | | | - MARK D. GRIFFITHS
- International Gaming Research Unit, Psychology Division, Nottingham Trent University, Nottingham, UK
| | - GILLIAN W. SHORTER
- International Gaming Research Unit, Psychology Division, Nottingham Trent University, Nottingham, UK,Bamford Centre for Mental Health and Wellbeing, University of Ulster, Londonderry, UK,MRC All-Ireland Hub for Trials Methodology Research, University of Ulster, Londonderry, UK
| | - M. TIM SCHOENMAKERS
- IVO Addiction Research Institute, Rotterdam, The Netherlands,Erasmus MC, Rotterdam, The Netherlands
| | - DIKE VAN DE MHEEN
- IVO Addiction Research Institute, Rotterdam, The Netherlands,Erasmus MC, Rotterdam, The Netherlands,Department of Health Promotion, Maastricht University, Maastricht, The Netherlands
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69
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Ding WN, Sun JH, Sun YW, Chen X, Zhou Y, Zhuang ZG, Li L, Zhang Y, Xu JR, Du YS. Trait impulsivity and impaired prefrontal impulse inhibition function in adolescents with internet gaming addiction revealed by a Go/No-Go fMRI study. Behav Brain Funct 2014; 10:20. [PMID: 24885073 PMCID: PMC4050412 DOI: 10.1186/1744-9081-10-20] [Citation(s) in RCA: 167] [Impact Index Per Article: 15.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/07/2014] [Accepted: 05/15/2014] [Indexed: 01/23/2023] Open
Abstract
BACKGROUND Recent studies suggest that Internet gaming addiction (IGA) is an impulse disorder, or is at least related to impulse control disorders. In the present study, we hypothesized that different facets of trait impulsivity may be specifically linked to the brain regions with impaired impulse inhibition function in IGA adolescents. METHODS Seventeen adolescents with IGA and seventeen healthy controls were scanned during performance of a response-inhibition Go/No-Go task using a 3.0 T MRI scanner. The Barratt Impulsiveness Scale (BIS)-11 was used to assess impulsivity. RESULTS There were no differences in the behavioral performance on the Go/No-Go task between the groups. However, the IGA group was significantly hyperactive during No-Go trials in the left superior medial frontal gyrus, right anterior cingulate cortex, right superior/middle frontal gyrus, left inferior parietal lobule, left precentral gyrus, and left precuneus and cuneus. Further, the bilateral middle temporal gyrus, bilateral inferior temporal gyrus, and right superior parietal lobule were significantly hypoactive during No-Go trials. Activation of the left superior medial frontal gyrus was positively associated with BIS-11 and Chen Internet Addiction Scale (CIAS) total score across IGA participants. CONCLUSIONS Our data suggest that the prefrontal cortex may be involved in the circuit modulating impulsivity, while its impaired function may relate to high impulsivity in adolescents with IGA, which may contribute directly to the Internet addiction process.
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Affiliation(s)
| | | | | | | | - Yan Zhou
- Department of Radiology, Ren Ji Hospital, School of Medicine, Shanghai Jiao Tong University, Shanghai 200127, PR China.
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Yılmaz S, Bilgiç A. The possible effect of methylphenidate on kleptomania in a school-age girl with attention-deficit/hyperactivity disorder. Eur Child Adolesc Psychiatry 2014; 23:361-3. [PMID: 24122344 DOI: 10.1007/s00787-013-0484-9] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/26/2013] [Accepted: 10/03/2013] [Indexed: 10/26/2022]
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Holstein BE, Pedersen TP, Bendtsen P, Madsen KR, Meilstrup CR, Nielsen L, Rasmussen M. Perceived problems with computer gaming and internet use among adolescents: measurement tool for non-clinical survey studies. BMC Public Health 2014; 14:361. [PMID: 24731270 PMCID: PMC3990242 DOI: 10.1186/1471-2458-14-361] [Citation(s) in RCA: 24] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/09/2012] [Accepted: 04/07/2014] [Indexed: 11/17/2022] Open
Abstract
Background Existing instruments for measuring problematic computer and console gaming and internet use are often lengthy and often based on a pathological perspective. The objective was to develop and present a new and short non-clinical measurement tool for perceived problems related to computer use and gaming among adolescents and to study the association between screen time and perceived problems. Methods Cross-sectional school-survey of 11-, 13-, and 15-year old students in thirteen schools in the City of Aarhus, Denmark, participation rate 89%, n = 2100. The main exposure was time spend on weekdays on computer- and console-gaming and internet use for communication and surfing. The outcome measures were three indexes on perceived problems related to computer and console gaming and internet use. Results The three new indexes showed high face validity and acceptable internal consistency. Most schoolchildren with high screen time did not experience problems related to computer use. Still, there was a strong and graded association between time use and perceived problems related to computer gaming, console gaming (only boys) and internet use, odds ratios ranging from 6.90 to 10.23. Conclusion The three new measures of perceived problems related to computer and console gaming and internet use among adolescents are appropriate, reliable and valid for use in non-clinical surveys about young people’s everyday life and behaviour. These new measures do not assess Internet Gaming Disorder as it is listed in the DSM and therefore has no parity with DSM criteria. We found an increasing risk of perceived problems with increasing time spent with gaming and internet use. Nevertheless, most schoolchildren who spent much time with gaming and internet use did not experience problems.
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Affiliation(s)
- Bjørn E Holstein
- National Institute of Public Health, University of Southern Denmark, Øster Farimagsgade 5A, DK 1353 Copenhagen K, Denmark.
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Irvine MA, Worbe Y, Bolton S, Harrison NA, Bullmore ET, Voon V. Impaired decisional impulsivity in pathological videogamers. PLoS One 2013; 8:e75914. [PMID: 24146789 PMCID: PMC3797823 DOI: 10.1371/journal.pone.0075914] [Citation(s) in RCA: 43] [Impact Index Per Article: 3.6] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/09/2013] [Accepted: 08/19/2013] [Indexed: 12/02/2022] Open
Abstract
Background Pathological gaming is an emerging and poorly understood problem. Impulsivity is commonly impaired in disorders of behavioural and substance addiction, hence we sought to systematically investigate the different subtypes of decisional and motor impulsivity in a well-defined pathological gaming cohort. Methods Fifty-two pathological gaming subjects and age-, gender- and IQ-matched healthy volunteers were tested on decisional impulsivity (Information Sampling Task testing reflection impulsivity and delay discounting questionnaire testing impulsive choice), and motor impulsivity (Stop Signal Task testing motor response inhibition, and the premature responding task). We used stringent diagnostic criteria highlighting functional impairment. Results In the Information Sampling Task, pathological gaming participants sampled less evidence prior to making a decision and scored fewer points compared with healthy volunteers. Gaming severity was also negatively correlated with evidence gathered and positively correlated with sampling error and points acquired. In the delay discounting task, pathological gamers made more impulsive choices, preferring smaller immediate over larger delayed rewards. Pathological gamers made more premature responses related to comorbid nicotine use. Greater number of hours played also correlated with a Motivational Index. Greater frequency of role playing games was associated with impaired motor response inhibition and strategy games with faster Go reaction time. Conclusions We show that pathological gaming is associated with impaired decisional impulsivity with negative consequences in task performance. Decisional impulsivity may be a potential target in therapeutic management.
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Affiliation(s)
- Michael A. Irvine
- Department of Psychiatry, University of Cambridge, Cambridge, United Kingdom
| | - Yulia Worbe
- Behavioural and Clinical Neuroscience Institute, University of Cambridge, Cambridge, United Kingdom
| | - Sorcha Bolton
- Department of Psychiatry, University of Cambridge, Cambridge, United Kingdom
| | - Neil A. Harrison
- Brighton and Sussex Medical School, University of Sussex, Brighton, United Kingdom
| | - Edward T. Bullmore
- Department of Psychiatry, University of Cambridge, Cambridge, United Kingdom
- Behavioural and Clinical Neuroscience Institute, University of Cambridge, Cambridge, United Kingdom
- Cambridgeshire and Peterborough NHS Foundation Trust, Cambridge, United Kingdom
| | - Valerie Voon
- Department of Psychiatry, University of Cambridge, Cambridge, United Kingdom
- Behavioural and Clinical Neuroscience Institute, University of Cambridge, Cambridge, United Kingdom
- Cambridgeshire and Peterborough NHS Foundation Trust, Cambridge, United Kingdom
- * E-mail:
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Littel M, van den Berg I, Luijten M, van Rooij AJ, Keemink L, Franken IHA. Error processing and response inhibition in excessive computer game players: an event-related potential study. Addict Biol 2012; 17:934-47. [PMID: 22734609 DOI: 10.1111/j.1369-1600.2012.00467.x] [Citation(s) in RCA: 96] [Impact Index Per Article: 7.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
Abstract
Excessive computer gaming has recently been proposed as a possible pathological illness. However, research on this topic is still in its infancy and underlying neurobiological mechanisms have not yet been identified. The determination of underlying mechanisms of excessive gaming might be useful for the identification of those at risk, a better understanding of the behavior and the development of interventions. Excessive gaming has been often compared with pathological gambling and substance use disorder. Both disorders are characterized by high levels of impulsivity, which incorporates deficits in error processing and response inhibition. The present study aimed to investigate error processing and response inhibition in excessive gamers and controls using a Go/NoGo paradigm combined with event-related potential recordings. Results indicated that excessive gamers show reduced error-related negativity amplitudes in response to incorrect trials relative to correct trials, implying poor error processing in this population. Furthermore, excessive gamers display higher levels of self-reported impulsivity as well as more impulsive responding as reflected by less behavioral inhibition on the Go/NoGo task. The present study indicates that excessive gaming partly parallels impulse control and substance use disorders regarding impulsivity measured on the self-reported, behavioral and electrophysiological level. Although the present study does not allow drawing firm conclusions on causality, it might be that trait impulsivity, poor error processing and diminished behavioral response inhibition underlie the excessive gaming patterns observed in certain individuals. They might be less sensitive to negative consequences of gaming and therefore continue their behavior despite adverse consequences.
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Affiliation(s)
- Marianne Littel
- Institute of Psychology; Erasmus University Rotterdam; Rotterdam; the Netherlands
| | - Ivo van den Berg
- Institute of Psychology; Erasmus University Rotterdam; Rotterdam; the Netherlands
| | - Maartje Luijten
- Institute of Psychology; Erasmus University Rotterdam; Rotterdam; the Netherlands
| | | | - Lianne Keemink
- Institute of Psychology; Erasmus University Rotterdam; Rotterdam; the Netherlands
| | - Ingmar H. A. Franken
- Institute of Psychology; Erasmus University Rotterdam; Rotterdam; the Netherlands
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74
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Volberg RA. Still not on the radar: adolescent risk and gambling, revisited. J Adolesc Health 2012; 50:539-40. [PMID: 22626477 DOI: 10.1016/j.jadohealth.2012.03.009] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/27/2012] [Accepted: 03/27/2012] [Indexed: 10/28/2022]
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