Abstract

This study investigated attentional bias toward game-related cues in Internet gaming disorder (IGD) using electrophysiological markers of late positive potential (LPP) and identifying the sources of LPP. In addition, the association between LPP and decision-making ability was investigated. The IGD (n = 40) and healthy control (HC; n = 39) participants viewed a series of game-related and neutral pictures, while their event-related potentials (ERPs) were recorded. LPPs were calculated as the mean amplitudes between 400 and 700 ms at the centro-parietal (CP3, CP1, Cpz, CP2, and CP4) and parietal (P3, P1, Pz, P2, and P4) electrode sites. The source activations of LPP were estimated using standardized low-resolution brain electromagnetic tomography (sLORETA). In addition, decision-making ability was evaluated by the Cambridge Gambling Task. Higher LPP amplitudes were found for game-related cues in the IGD group than in the HC group. sLORETA showed that the IGD group was more active in the superior and middle temporal gyri, which are involved in social perception, than in the HC group, whereas it was less active in the frontal area. Individuals with IGD have deficits in decision-making ability. In addition, in the HC group, the lower the LPP when looking at the game-related stimuli, the better the quality of decision-making, but not in the IGD group. Enhanced LPP amplitudes are associated with emotional arousal to gaming cues and decision-making deficits in IGD. In addition, source activities suggest that patients with IGD perceive game-related cues as social stimuli. LPP can be used as a neurophysiological marker of IGD.

Highlights

  • Introduction As the number ofInternet gaming users has increased worldwide, new challenges related to Internet gaming are emerging

  • Patients with Internet gaming disorder (IGD) exhibited increased late positive potential (LPP) amplitudes in response to game-related cues, indicating the emotional arousal associated with game-related stimulation

  • The source of brain activity underlying emotional arousal provided that individuals in the IGD group experienced hyperactivation in the superior and middle temporal gyri, which are implicated in social perception, when viewing game-related stimuli

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Summary

Introduction

Introduction As the number ofInternet gaming users has increased worldwide, new challenges related to Internet gaming are emerging. Excessive use of Internet games leads to psychosocial problems such as decreasing academic and occupational performance[1,2], interpersonal conflicts, and sleep deprivation[2]. Addressing this social phenomenon, the Diagnostic and Statistical Manual of Mental Disorders fifth edition (DSM-5) recently included the Internet. One of the core concepts in recent addiction theories is an incentive motivational process[6,7,8]. Kim et al Translational Psychiatry (2021)11:258 leads to craving for addiction-related cues[11]. Craving is the subjective urge to use a drug or to behave in a certain way. In the case of IGD, a craving could be an urge to play a game and approach it[11]

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