Faculty Opinions recommendation of Neural substrates of cue reactivity and craving in gambling disorder.

Author(s):  
Kent Berridge
2017 ◽  
Vol 7 (1) ◽  
pp. e992-e992 ◽  
Author(s):  
E H Limbrick-Oldfield ◽  
I Mick ◽  
R E Cocks ◽  
J McGonigle ◽  
S P Sharman ◽  
...  

NeuroImage ◽  
2012 ◽  
Vol 60 (1) ◽  
pp. 252-262 ◽  
Author(s):  
Jeffrey M. Engelmann ◽  
Francesco Versace ◽  
Jason D. Robinson ◽  
Jennifer A. Minnix ◽  
Cho Y. Lam ◽  
...  

Author(s):  
Stephanie S. Desrochers ◽  
Emma K. Lesko ◽  
Valerie M. Magalong ◽  
Peter D. Balsam ◽  
Katherine M. Nautiyal

Abstract Rationale Impulsive behavior is a deleterious component of a number of mental health disorders but has few targeted pharmacotherapies. One contributing factor to the difficulty in understanding the neural substrates of disordered impulsivity is the diverse presentations of impulsive behavior. Defining the behavioral and cognitive processes which contribute to different subtypes of impulsivity is important for understanding the neural underpinnings of dysregulated impulsive behavior. Methods Using a mouse model for disordered impulsivity, our goal was to identify behavioral and cognitive processes that are associated with increased impulsivity. Specifically, we were interested in the facets of impulsivity modulated by serotonin signaling. We used mice lacking the serotonin 1B receptor (5-HT1BR) and measured different types of impulsivity as well as goal-directed responding, extinction, habitual-like behavior, cue reactivity, and reward reactivity. Results Mice lacking expression of 5-HT1BR had increased levels of impulsive action, goal-directed responding, and motivation, with no differences seen in rate of extinction, development of habitual behavior, delay discounting, or effort-based discounting. Interestingly, mice lacking 5-HT1BR expression also showed an overall increase in the choice of higher value rewards, increased hedonic responses to sweet rewards, and responded more for cues that predict reward. We developed a novel paradigm to demonstrate that increasing anticipated reward value could directly increase impulsive action. Furthermore, we found that 5-HT1BR KO-induced impulsivity could be ameliorated by decreasing the reward value relative to controls, suggesting that the increased 5-HT1BR-associated impulsive action may be a result of increased reward valuation. Conclusions Taken together, these data show that the effects of serotonin on impulsive action are mediated through the modulation of hedonic value, which may alter the reward representations that motivate action. Overall, this data supports a role for reward value as an important substrate in impulsive action which may drive clinically relevant increases in impulsivity.


2020 ◽  
Vol 10 (1) ◽  
Author(s):  
Xiao Lin ◽  
Jiahui Deng ◽  
Le Shi ◽  
Qiandong Wang ◽  
Peng Li ◽  
...  

2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Luca R. Bruder ◽  
Lisa Scharer ◽  
Jan Peters

AbstractIn recent years the emergence of high-performance virtual reality (VR) technology has opened up new possibilities for the examination of context effects in psychological studies. The opportunity to create ecologically valid stimulation in a highly controlled lab environment is especially relevant for studies of psychiatric disorders, where it can be problematic to confront participants with certain stimuli in real life. However, before VR can be confidently applied widely it is important to establish that commonly used behavioral tasks generate reliable data within a VR surrounding. One field of research that could benefit greatly from VR-applications are studies assessing the reactivity to addiction related cues (cue-reactivity) in participants suffering from gambling disorder. Here we tested the reliability of a commonly used temporal discounting task in a novel VR set-up designed for the concurrent assessment of behavioral and psychophysiological cue-reactivity in gambling disorder. On 2 days, thirty-four healthy non-gambling participants explored two rich and navigable VR-environments (neutral: café vs. gambling-related: casino and sports-betting facility), while their electrodermal activity was measured using remote sensors. In addition, participants completed the temporal discounting task implemented in each VR environment. On a third day, participants performed the task in a standard lab testing context. We then used comprehensive computational modeling using both standard softmax and drift diffusion model (DDM) choice rules to assess the reliability of discounting model parameters assessed in VR. Test–retest reliability estimates were good to excellent for the discount rate log(k), whereas they were poor to moderate for additional DDM parameters. Differences in model parameters between standard lab testing and VR, reflecting reactivity to the different environments, were mostly numerically small and of inconclusive directionality. Finally, while exposure to VR generally increased tonic skin conductance, this effect was not modulated by the neutral versus gambling-related VR-environment. Taken together this proof-of-concept study in non-gambling participants demonstrates that temporal discounting measures obtained in VR are reliable, suggesting that VR is a promising tool for applications in computational psychiatry, including studies on cue-reactivity in addiction.


2020 ◽  
Author(s):  
Luca R. Bruder ◽  
Lisa Scharer ◽  
Jan Peters

AbstractIncreased reactivity to addiction related cues (cue-reactivity) plays a critical role in the maintenance of addiction. Studies assessing cue-reactivity in gambling disorder often suffer from low ecological validity due to the usage of picture stimuli in a neutral lab environment. Here we describe a novel virtual reality (VR) set-up for the concurrent assessment of behavioral and psychophysiological cue-reactivity in gambling disorder. On two days, thirty-four healthy non-gambling participants explored two rich and navigable VR-environments (neutral: cafe vs. gambling-related: casino and sports-betting facility), while their electrodermal activity was measured using remote sensors. In addition, participants completed a temporal discounting task implemented in each VR environment. On a third day, participants performed the task in a standard lab testing context. We then used comprehensive computational modeling using both standard softmax and drift diffusion model (DDM) choice rules to assess the reliability of discounting model parameters assessed in VR. Test-retest reliability estimates were good to excellent for the discount rate log(k), whereas they were poor to moderate for additional DDM parameters. Differences in model parameters between standard lab testing and VR, reflecting reactivity to the different environments, were mostly numerically small and of inconclusive directionality. Finally, while exposure to VR generally increased tonic skin conductance, this effect was not modulated by the neutral vs. gambling-related VR-environment. Taken together this proof-of-concept study in non-gambling participants demonstrates the feasibility assessing both physiological and behavioral cue-reactivity in VR. We show that temporal discounting measures obtained in VR are reliable, suggesting that VR is a promising tool for an ecologically valid assessment of cue-reactivity in gambling disorder.


2015 ◽  
Vol 21 (1) ◽  
pp. 3-22 ◽  
Author(s):  
Kelly E. Courtney ◽  
Joseph P. Schacht ◽  
Kent Hutchison ◽  
Daniel J. O. Roche ◽  
Lara A. Ray

2011 ◽  
Vol 21 (1) ◽  
pp. 5-14
Author(s):  
Christy L. Ludlow

The premise of this article is that increased understanding of the brain bases for normal speech and voice behavior will provide a sound foundation for developing therapeutic approaches to establish or re-establish these functions. The neural substrates involved in speech/voice behaviors, the types of muscle patterning for speech and voice, the brain networks involved and their regulation, and how they can be externally modulated for improving function will be addressed.


2020 ◽  
Vol 34 (1) ◽  
pp. 209-217 ◽  
Author(s):  
Belle Gavriel-Fried ◽  
Tania Moretta ◽  
Marc N. Potenza

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