Abstract

Reward processing, which plays a critical role in adaptive behavior, is impaired in addiction disorders, which are accompanied by functional abnormalities in brain reward circuits. Internet gaming disorder, like substance addiction, is thought to be associated with impaired reward processing, but little is known about how it affects learning, especially when feedback is conveyed by less-salient motivational events. Here, using both monetary (±500 KRW) and symbolic (Chinese characters “right” or “wrong”) rewards and penalties, we investigated whether behavioral performance and feedback-related neural responses are altered in Internet game overuse (IGO) group. Using functional MRI, brain responses for these two types of reward/penalty feedback were compared between young males with problems of IGO (IGOs, n = 18, mean age = 22.2 ± 2.0 years) and age-matched control subjects (Controls, n = 20, mean age = 21.2 ± 2.1) during a visuomotor association task where associations were learned between English letters and one of four responses. No group difference was found in adjustment of error responses following the penalty or in brain responses to penalty, for either monetary or symbolic penalties. The IGO individuals, however, were more likely to fail to choose the response previously reinforced by symbolic (but not monetary) reward. A whole brain two-way ANOVA analysis for reward revealed reduced activations in the IGO group in the rostral anterior cingulate cortex/ventromedial prefrontal cortex (vmPFC) in response to both reward types, suggesting impaired reward processing. However, the responses to reward in the inferior parietal region and medial orbitofrontal cortex/vmPFC were affected by the types of reward in the IGO group. Unlike the control group, in the IGO group the reward response was reduced only for symbolic reward, suggesting lower attentional and value processing specific to symbolic reward. Furthermore, the more severe the Internet gaming overuse symptoms in the IGO group, the greater the activations of the ventral striatum for monetary relative to symbolic reward. These findings suggest that IGO is associated with bias toward motivationally salient reward, which would lead to poor goal-directed behavior in everyday life.

Highlights

  • Excessive Internet gaming in adolescents and young adults has been a growing public health concern due to its negative psychological and social consequences, including sleep abnormalities, lower well-being, depression, low academic achievement, and job loss [for reviews, see Ref. [1]]

  • To further understand how the Internet game overuse (IGO) group performed as well as the Control group in terms of correct-stay rate following monetary reward, we examined the relationship between individual differences in efficiency of reward processing and other psychological measures and found this to be associated with working memory (WM) capacity, but only for the IGO group, and only for monetary reward

  • Given that high arousal associated with stronger motivation is known to improve performance [47, 48], the greater arousal measured by self-report in the current study indicates that unlike the Controls, the IGO group had greater motivation for monetary feedback relative to the symbolic feedback, which resulted in recruiting a WM strategy

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Summary

Introduction

Excessive Internet gaming in adolescents and young adults has been a growing public health concern due to its negative psychological and social consequences, including sleep abnormalities, lower well-being, depression, low academic achievement, and job loss [for reviews, see Ref. [1]]. Disruption of the dopaminergic mesolimbic system is known to underlie a pathologically persistence that is driven by positive outcomes, despite possible negative consequences [3, 4]. Just as those with cocaine addiction show distorted sensitivity to positive and negative outcomes [5, 6], individuals with IGD fail to utilize either positive or negative outcome during a guessing task [7,8,9]. Reduced activations were reported for individuals with IGD in various subcortical regions, depending on reward types (e.g., monetary reward, social reward, and performance feedback) for a simple left/right discrimination task [10]

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