scholarly journals Altered Reward Processing System in Internet Gaming Disorder

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.

2017 ◽  
Author(s):  
Andrew K Przybylski ◽  
Netta Weinstein ◽  
Kou Murayama

In this editorial we advance the idea that the future of Internet Gaming Addiction research must be guided by open science practice.


Author(s):  
Mark D. Griffiths ◽  
Halley M. Pontes

The past decade has witnessed a significant increase in the number of empirical studies examining various aspects of problematic video game play, video game addiction, and, more recently, gaming disorder. This chapter begins with a brief past history of how research into video game addiction has developed during the past four decades in the 1980s (arcade video game addiction), 1990s (home console video game addiction), and 2000s and beyond (online video game addiction). The chapter also overviews the features of gaming addiction, its prevalence rates, demographics and gaming addiction, negative consequences of excessive video game use, Internet gaming disorder and the DSM-5, and treatment of gaming addiction. Based on the published evidence, particularly from studies conducted in the past decade, it appears that, in extreme cases, excessive gaming can have potentially damaging effects on individuals who appear to display compulsive and/or addictive behavior similar to other more traditional addictions. However, the field has been hindered by the use of inconsistent and nonstandardized criteria to assess and identify problematic and/or addictive video game use.


2020 ◽  
pp. 1-13 ◽  
Author(s):  
Guang-Heng Dong ◽  
Min Wang ◽  
Hui Zheng ◽  
Ziliang Wang ◽  
Xiaoxia Du ◽  
...  

Abstract Background Studies of Internet gaming disorder (IGD) suggest an imbalanced relationship between cognitive control and reward processing in people with IGD. However, it remains unclear how these two systems interact with each other, and whether they could serve as neurobiological markers for IGD. Methods Fifty IGD subjects and matched individuals with recreational game use (RGU) were selected and compared when they were performing a cue-craving task. Regions of interests [anterior cingulate cortex (ACC), lentiform nucleus] were selected based on the comparison between brain responses to gaming-related cues and neutral cues. Directional connectivities among these brain regions were determined using Bayesian estimation. We additionally examined the posterior cingulate cortex (PCC) in a separate analysis based on data implicating the PCC in craving in addiction. Results During fixed-connectivity analyses, IGD subjects showed blunted ACC-to-lentiform and lentiform-to-ACC connectivity relative to RGU subjects, especially in the left hemisphere. When facing gaming cues, IGD subjects trended toward lower left-hemispheric modulatory effects in ACC-to-lentiform connectivity than RGU subjects. Self-reported cue-related craving prior to scanning correlated inversely with left-hemispheric modulatory effects in ACC-to-lentiform connectivity. Conclusions The results suggesting that prefrontal-to-lentiform connectivity is impaired in IGD provides a possible neurobiological mechanism for difficulties in controlling gaming-cue-elicited cravings. Reduced connectivity ACC-lentiform connectivity may be a useful neurobiological marker for IGD.


2018 ◽  
Vol 9 ◽  
Author(s):  
Lu Liu ◽  
Yuan-Wei Yao ◽  
Chiang-shan R. Li ◽  
Jin-Tao Zhang ◽  
Cui-Cui Xia ◽  
...  

2021 ◽  
Vol 10 (1) ◽  
pp. 99-111
Author(s):  
Lingxiao Wang ◽  
Guochun Yang ◽  
Ya Zheng ◽  
Zhenghan Li ◽  
Yue Qi ◽  
...  

AbstractBackground and aimsInternet gaming disorder (IGD) has become a global health problem. The self-regulation model noted that a shift to reward system, whether due to overwhelming reward-seeking or impaired control, can lead to self-regulation failures, e.g., addiction. The present study focused on the reward processing of IGD, aiming to provide insights into the etiology of IGD. Reward processing includes three phases: reward anticipation, outcome monitoring and choice evaluation. However, it is not clear which phases of reward processing are different between individuals with IGD and healthy controls (HC).MethodsTo address this issue, the present study asked 27 individuals with IGD and 26 HC to complete a roulette task during a functional MRI scan.ResultsCompared with HC, individuals with IGD preferred to take risks in pursuit of high rewards behaviorally and showed exaggerated brain activity in the striatum (nucleus accumbens and caudate) during the reward anticipation and outcome monitoring but not during the choice evaluation.DiscussionThese results reveal that the oversensitivity of the reward system to potential and positive rewards in college students with IGD drives them to approach risky options more frequently although they are able to assess the risk values of options and the correctness of decisions properly as HC do.ConclusionsThese findings provide partial support for the application of the self-regulation model to the IGD population. Moreover, this study enriches this model from the perspective of three phases of reward processing and provides specific targets for future research regarding effective treatment of IGD.


Author(s):  
Halley M Pontes ◽  
Mark D. Griffiths

Background: Following the growing concern about ‘gaming addiction', the American Psychiatric Association (APA) and numerous scholars have suggested the need for unification and consensus for the assessment of gaming addiction, which is now possible given the recent formal recognition of ‘Internet Gaming Disorder' (IGD) by the APA since its inclusion in the DSM-5. Aims: In light of this, the aim of this chapter is to present the main findings concerning the development of the Internet Gaming Disorder Test (IGD-20 Test) and the Internet Gaming Disorder Scale – Short-Form (IGDS9-SF), two newly developed psychometric tools aimed to measure the extent of gaming disorder in online and/or offline players. Conclusions: The present findings support the viability of the two newly developed measures as adequate standardized psychometrically robust tools for assessing internet gaming disorder. Consequently, the new instruments represent the first step towards unification and consensus in the field of gaming studies.


2016 ◽  
Vol 33 (S1) ◽  
pp. S306-S306 ◽  
Author(s):  
O. Lopez-Fernandez ◽  
D. Kuss ◽  
H. Pontes ◽  
M. Griffiths

IntroductionThe American Psychiatric Association introduced in Internet Gaming Disorder (IGD) in the appendix as a tentative disorder in the last edition of the Diagnostic and Statistical Manual of Mental Disorders. However, currently no systematic review exists about excessive gaming viewed from a clinical perspective.Objectives and aimsTo review clinical studies on gaming addiction in order to ascertain characteristics of both clinical and research studies to provide retrospective evidence in relation with the proposed IGD classification (including criteria, measures and therapies).MethodsA systematic literature review of studies published from 1980 to 2015 has been conducted using three major psychology databases: Academic Search Complete, PsycInfo, and PsycArticles. A total of 5033 results from peer-reviewed journals were obtained, where 32 were identified as empirical clinical papers focused on gaming addiction.ResultsThe clinical research studies on gaming identified were published between 1998 and 2015, most of which included patient samples. Categorizations identified in the research papers included: (i) patients’ characteristics (e.g., socio-demographics), (ii) criteria and measures used (e.g., scales to diagnose), (iii) types of gaming problems (e.g., game genre), (iv) and treatments (e.g., type of therapy).ConclusionsFindings will be discussed against the background of the controversial IGD diagnostic criteria proposed in the DSM-5 in order to assess the extent to which previously published clinical knowledge matched the current proposal for including gaming addiction as behavioral addiction in the next diagnostic manual.Disclosure of interestThe authors have not supplied their declaration of competing interest.


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