scholarly journals Impaired disengagement of attention from computer-related stimuli in Internet Gaming Disorder: Behavioral and electrophysiological evidence

Author(s):  
Anna Heuer ◽  
Manuel Mennig ◽  
Anna Schubö ◽  
Antonia Barke

AbstractBackground and aims: Attentional biases contribute to the maintenance of addictive behaviors. For the problematic use of online gaming – recognized as Internet Gaming Disorder (IGD) – first evidence points to a bias towards in-game stimuli. This study aimed to provide behavioral and electrophysiological evidence for a generalized bias towards computer-related stimuli, and to identify the specific attentional processes contributing to this bias: facilitated attention deployment, impaired disengagement or failed suppression. Method: Twenty participants with IGD and 23 casual gamers performed a visual search task with photographs of real-world objects. Either the target or a to-be-ignored distractor was addiction-relevant (computer-related), whereas all other items were addiction-irrelevant (related to cars or sport). Event-related potential components associated with facilitated attentional deployment to the target (NT), its post-selection processing (SPCN), and suppression of irrelevant information (PD) were analyzed. Results: Unlike casual gamers, gamers with IGD exhibited prolonged reaction times and increased SPCN amplitudes for computer-related stimuli, reflecting their continued attentional processing. At the individual level, larger SPCN amplitudes were associated with longer delays in reaction time. Discussion and Conclusions: This pattern of results indicates that the disengagement of attention from computer-related stimuli is impaired in IGD. More generally, our findings demonstrate that conditioning processes occur in IGD, and thus open up new avenues for treatment.

2020 ◽  
Vol 42 (1) ◽  
pp. 63-77
Author(s):  
Amanda L. Giordano ◽  
Elizabeth A. Prosek ◽  
Casey Bain ◽  
Audrey Malacara ◽  
Jasmine Turner ◽  
...  

We examined the gaming patterns and withdrawal symptomology of 144 American collegiate internet gamers. Our findings indicated that Internet Gaming Disorder Scale (IGDS) scores positively correlated with withdrawal symptomology. The 10 most endorsed withdrawal symptoms were craving to game, impatience, increased sleeping, increased eating, lack of pleasure, irritable/angry, anxious/tense, restless, difficulty concentrating, and increased dreaming. Only 27.1% of gamers did not endorse any withdrawal symptoms. A MANOVA revealed significant differences in IGDS and withdrawal symptom scores among gamers who preferred to game alone, with others in person, with others online, or with others in person and online (8.1% variance explained). Specifically, IGDS scores were higher among gamers who preferred to game with others online compared with other modalities. Withdrawal symptoms did not significantly discriminate between groups. Finally, many gamers indicated that if internet gaming were not available, they would be more likely to engage in other potentially addictive behaviors.


2021 ◽  
Vol 12 ◽  
Author(s):  
Marina Verlinden ◽  
Justin Thomas ◽  
Mahra Hasan Abdulla Ahamed Almansoori ◽  
Shamil Wanigaratne

Background: The present study examined Internet Gaming Disorder (IGD) and depressive symptom levels among a predominantly female sample of college students from the United Arab Emirates (UAE).Methods: IGD was assessed among two successive cohorts of students at the beginning of the academic year in 2016 and 2019, respectively. All participants (n = 412) completed the Internet Gaming Disorder Scale – Short-Form (IGDS9-SF) and the WHO-5 Well-being Index (WHO-5), a tool widely used for the screening and assessment of depressive symptomatology.Results: Mean IGDS9-SF scores (15.85, SD = 6.40) were fairly similar to those observed in other nations. The prevalence of IGD was 1.45%, based on the stringent cut-off score (> = 40). Prevalence of IGD rose to 18.20% when using the less stringent cut-off (> = 21). There was an increase in the rate of IGD between 2016 and 2019, although not statistically significant. Higher IGDS9-SF scores were associated with greater depressive symptomatology; those scoring above the less stringent IGD cut-off had a greater likelihood of screening positive for depression OR = 2.28, 95% CI (1.176–4.428).Conclusions: This study provides insights about IGD among a predominantly female Arab population, finding a correlation with mood disorder symptomatology and suggesting an increase in problematic gaming over time. The results are discussed with reference to the mood repair hypothesis and the possibility of IGD being a dual disorder. The association with depressive symptoms is also discussed in light of the neurobiology of addictive behaviors and sexual dimorphism.


Author(s):  
Yun-Hsuan Chang ◽  
Kun-Chia Chang ◽  
Wen-Li Hou ◽  
Chung-Ying Lin ◽  
Mark D. Griffiths

AbstractBackground and aimsPatients with schizophrenia are known to use potentially addictive psychoactive substances as self-medication and to ease psychological distress. Other potentially addictive behaviors such as online gaming are also used to self-medicate and ease psychological distress. However, the role of online gaming and problematic gaming (in the form of internet gaming disorder [IGD]) has not previously been investigated for patients with schizophrenia facing distress.MethodsOne hundred and four participants diagnosed with schizophrenia were recruited and completed a number of psychometric scales including the Personal and Social Performance Scale (PSPS), Internet Gaming Disorder Scale-Short Form (IGDS-SF9), Self-Stigma Scale-Short (SSS-S), and Depression, Anxiety, Stress Scale (DASS-21).ResultsThe results showed significant negative associations between PSPS, IGDS-SF9, and DASS-21, and significant positive correlations between the IGDS-SF-9, SSS-S and DASS-21. Moreover, IGD did not mediate the association between self-stigma and depression. However, IGD significantly mediated the association between self-stigma and anxiety, and the association between self-stigma and stress. In addition, (i) age and self-stigma were significant predictors for IGD; (ii) social function and self-stigma were significant predictors for depression; (iii) social function, self-stigma, and IGD were significant predictors for anxiety; and (iv) self-stigma and IGD were significant predictors for stress.ConclusionThe findings suggest that online gaming may be a coping strategy for individuals with schizophrenia with psychological stress and self-stigma and that for some of these individuals, their gaming may be problematic.


2020 ◽  
Vol 11 ◽  
Author(s):  
Syeda Raiha ◽  
Guochun Yang ◽  
Lingxiao Wang ◽  
Weine Dai ◽  
Haiyan Wu ◽  
...  

Converging evidence indicates that addiction involves impairment in reward processing systems. However, the patterns of dysfunction in different stages of reward processing in internet gaming addiction remain unclear. In previous studies, individuals with internet gaming disorder were found to be impulsive and risk taking, but there is no general consensus on the relation between impulsivity and risk-taking tendencies in these individuals. The current study explored behavioral and electrophysiological responses associated with different stages of reward processing among individuals with internet gaming disorders (IGDs) with a delayed discounting task and simple gambling tasks. Compared to the healthy control (HC) group, the IGD group discounted delays more steeply and made more risky choices, irrespective of the outcome. As for the event-related potential (ERP) results, during the reward anticipation stage, IGDs had the same stimulus-preceding negativity (SPN) for both large and small choices, whereas HCs exhibited a higher SPN in large vs. small choices. During the outcome evaluation stage, IGDs exhibited a blunted feedback-related negativity for losses vs. gains. The results indicate impairment across different stages of reward processing among IGDs. Moreover, we found negative correlation between impulsivity indexed by BIS-11 and reward sensitivity indexed by SPN amplitude during anticipation stage only, indicating different neural mechanisms at different stages of reward processing. The current study helps to elucidate the behavioral and neural mechanisms of reward processing in internet gaming addiction.


2021 ◽  
Vol 9 ◽  
Author(s):  
Hyunsuk Jeong ◽  
Hyeon Woo Yim ◽  
Seung-Yup Lee ◽  
Hae Kook Lee ◽  
Marc N. Potenza ◽  
...  

Objectives: Although considerable evidence has already been collected on the effects of early initiation of drug/alcohol consumption on addictive behaviors in adolescents, little is known about the impact of early exposure to online games during preschool ages on the risk of internet gaming disorder (IGD). We evaluated the effects of exposure to online games before entering elementary school on IGD occurrence during the secondary school years using a community-based longitudinal study.Methods: Data from 1,760 adolescents (seventh grade), who were recruited from the iCURE study and followed for 2 years, were analyzed. A high risk of IGD (HRIGD) was assessed by the Internet Game Use Elicited Symptom Screen, a self-reported questionnaire based on the fifth version of DSM-5 IGD criteria. Early exposure to online gaming was defined as when adolescents played online games during their preschool years. A multivariate generalized-estimating-equation model was applied to examine the independent risk factor of the occurrence of HRIGD during the 2-year follow-up period.Results: As compared with the later-exposure group, those with early exposure to online games showed an ~1.7-fold greater incidence of HRIGD over the 2-year follow-ups after adjusting for potential confounders including baseline IGD scores (adjusted relative risk:1.69; 95%confidence interval:1.08–2.66). Pre-specified sensitivity analyses showed that the results were robust.Conclusion: Exposure to online gaming during the preschool years increases the likelihood of occurrence of HRIGD in adolescence. Restricting exposure to online games during the preschool years should be examined as a way to reduce the risk of IGD in adolescents.Clinical Trial Registration:www.clinicaltrials.gov, identifier: NCT02415322.


2020 ◽  
Vol 4 (2) ◽  
pp. 504
Author(s):  
Claudia Fiscarina ◽  
Naomi Soetikno ◽  
Rita Markus Idulfilastri

Online game addiction is one of the addictive behaviors described by APA (2013) as a mental and behavioral disorder called Internet Gaming Disorder (IGD) with 9 criteria. This study aims to identify the appropriate criteria for internet gaming disorder to be used in the preparation of measuring instruments using a meta-analysis study. A total of 33 out of 470 articles involving 11 measuring instruments for internet gaming disorder were studied using random-effect models. A total of 29599 samples were involved in this study. The results showed that the criteria for internet gaming disorder owned by the PVP Scale had a weighted score percentage of 10.3% with the criteria of preoccupation, tolerance, loss of control, withdrawal, escape, deception, and disregard family / school disruption, from the correlation coefficient test it showed that preoccupation (p 0.040 <0.05) and tolerance (p 0.043 <0.05) had a positive correlation with internet gaming disorder. This study did not show publication bias. Kecanduan game online merupakan salah satu dari perilaku kecanduan berdasarkan APA (2013) dijelaskan sebagai gangguan mental dan perilaku dengan sebutan Internet Gaming Disorder (IGD) dengan 9 kriteria. Penelitian ini bertujuan untuk mengidentifikasi kriteria internet gaming disorder yang tepat untuk dipergunakan dalam penyusunan alat ukur dengan studi meta-analisis. Sebanyak 33 artikel dari 470 artikel yang melibatkan 11 alat ukur internet gaming disorder dipelajari menggunakan random-effect models. Sebanyak 29599 sampel dilibatkan dalam penelitian ini. Hasil penelitian menunjukkan bahwa kriteria internet gaming disorder yang dimiliki oleh PVP Scale memiliki presentase weighted score sebesar 10.3% dengan kriteria preoccupation, tolerance, loss of control, withdrawal, escape, deception, and disregard family / school disruption. Dari uji koefisien korelasi pada ketujuh kriteria internet gaming disorder menunjukkan bahwa preoccupation (p 0.040 < 0.05) dan tolerance (p 0.043 < 0.05) memiliki korelasi positif terhadap internet gaming disorder.  Studi ini tidak menunjukkan bias publikasi.


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