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Brain activity and desire for Internet video game play
Abstract Objective Recent studies have suggested that the brain circuitry mediating cue-induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for Internet video games during cue presentation would activate similar brain regions t...
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Published in: | Comprehensive psychiatry 2011, Vol.52 (1), p.88-95 |
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description | Abstract Objective Recent studies have suggested that the brain circuitry mediating cue-induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for Internet video games during cue presentation would activate similar brain regions to those that have been linked with craving for drugs or pathologic gambling. Methods This study involved the acquisition of diagnostic magnetic resonance imaging and functional magnetic resonance imaging data from 19 healthy male adults (age, 18-23 years) following training and a standardized 10-day period of game play with a specified novel Internet video game, “War Rock” (K2 Network, Irvine, CA). Using segments of videotape consisting of 5 contiguous 90-second segments of alternating resting, matched control, and video game-related scenes, desire to play the game was assessed using a 7-point visual analogue scale before and after presentation of the videotape. Results In responding to Internet video game stimuli, compared with neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (false discovery rate |
doi_str_mv | 10.1016/j.comppsych.2010.04.004 |
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We hypothesized that desire for Internet video games during cue presentation would activate similar brain regions to those that have been linked with craving for drugs or pathologic gambling. Methods This study involved the acquisition of diagnostic magnetic resonance imaging and functional magnetic resonance imaging data from 19 healthy male adults (age, 18-23 years) following training and a standardized 10-day period of game play with a specified novel Internet video game, “War Rock” (K2 Network, Irvine, CA). Using segments of videotape consisting of 5 contiguous 90-second segments of alternating resting, matched control, and video game-related scenes, desire to play the game was assessed using a 7-point visual analogue scale before and after presentation of the videotape. Results In responding to Internet video game stimuli, compared with neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (false discovery rate <0.05, P < .009243). Self-reported desire was positively correlated with the β values of left inferior frontal gyrus, left parahippocampal gyrus, and right and left thalamus. Compared with the general players, subjects who played more Internet video game showed significantly greater activity in right medial frontal lobe, right and left frontal precentral gyrus, right parietal postcentral gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the Internet video game in the subjects who played more Internet video game was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. Discussion The present findings suggest that cue-induced activation to Internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathologic gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal cortex, parahippocampal gyrus, and thalamus.</description><identifier>ISSN: 0010-440X</identifier><identifier>EISSN: 1532-8384</identifier><identifier>DOI: 10.1016/j.comppsych.2010.04.004</identifier><identifier>PMID: 21220070</identifier><identifier>CODEN: COPYAV</identifier><language>eng</language><publisher>United States: Elsevier Inc</publisher><subject>Adolescent ; Anxiety ; Brain ; Brain - physiology ; Cerebellum - physiology ; Children & youth ; Computer & video games ; Cues ; Frontal Lobe - physiology ; Hippocampus - physiology ; Humans ; Internet ; Magnetic Resonance Imaging ; Male ; Neurology ; Parietal Lobe - physiology ; Psychiatry ; Thalamus - physiology ; Video Games - psychology ; Young Adult</subject><ispartof>Comprehensive psychiatry, 2011, Vol.52 (1), p.88-95</ispartof><rights>Elsevier Inc.</rights><rights>2011 Elsevier Inc.</rights><rights>2011 Elsevier Inc. All rights reserved.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c623t-cb06855201442f0ac83132d8acc90e47e4e1db43444fea977632f0246726c8bb3</citedby><cites>FETCH-LOGICAL-c623t-cb06855201442f0ac83132d8acc90e47e4e1db43444fea977632f0246726c8bb3</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.proquest.com/docview/1029885779/fulltextPDF?pq-origsite=primo$$EPDF$$P50$$Gproquest$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://www.proquest.com/docview/1029885779?pq-origsite=primo$$EHTML$$P50$$Gproquest$$Hfree_for_read</linktohtml><link.rule.ids>230,314,780,784,885,3548,4023,25752,27922,27923,27924,37011,37012,44589,45779,74997</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/21220070$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Han, Doug Hyun</creatorcontrib><creatorcontrib>Bolo, Nicolas</creatorcontrib><creatorcontrib>Daniels, Melissa A</creatorcontrib><creatorcontrib>Arenella, Lynn</creatorcontrib><creatorcontrib>Lyoo, In Kyoon</creatorcontrib><creatorcontrib>Renshaw, Perry F</creatorcontrib><title>Brain activity and desire for Internet video game play</title><title>Comprehensive psychiatry</title><addtitle>Compr Psychiatry</addtitle><description>Abstract Objective Recent studies have suggested that the brain circuitry mediating cue-induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for Internet video games during cue presentation would activate similar brain regions to those that have been linked with craving for drugs or pathologic gambling. Methods This study involved the acquisition of diagnostic magnetic resonance imaging and functional magnetic resonance imaging data from 19 healthy male adults (age, 18-23 years) following training and a standardized 10-day period of game play with a specified novel Internet video game, “War Rock” (K2 Network, Irvine, CA). Using segments of videotape consisting of 5 contiguous 90-second segments of alternating resting, matched control, and video game-related scenes, desire to play the game was assessed using a 7-point visual analogue scale before and after presentation of the videotape. Results In responding to Internet video game stimuli, compared with neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (false discovery rate <0.05, P < .009243). Self-reported desire was positively correlated with the β values of left inferior frontal gyrus, left parahippocampal gyrus, and right and left thalamus. Compared with the general players, subjects who played more Internet video game showed significantly greater activity in right medial frontal lobe, right and left frontal precentral gyrus, right parietal postcentral gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the Internet video game in the subjects who played more Internet video game was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. Discussion The present findings suggest that cue-induced activation to Internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathologic gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal cortex, parahippocampal gyrus, and thalamus.</description><subject>Adolescent</subject><subject>Anxiety</subject><subject>Brain</subject><subject>Brain - physiology</subject><subject>Cerebellum - physiology</subject><subject>Children & youth</subject><subject>Computer & video games</subject><subject>Cues</subject><subject>Frontal Lobe - physiology</subject><subject>Hippocampus - physiology</subject><subject>Humans</subject><subject>Internet</subject><subject>Magnetic Resonance Imaging</subject><subject>Male</subject><subject>Neurology</subject><subject>Parietal Lobe - physiology</subject><subject>Psychiatry</subject><subject>Thalamus - physiology</subject><subject>Video Games - psychology</subject><subject>Young Adult</subject><issn>0010-440X</issn><issn>1532-8384</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2011</creationdate><recordtype>article</recordtype><sourceid>PIMPY</sourceid><recordid>eNqNkk1v1DAQhi1ERbcLfwEiceCU7fgjiXOpVCoKlSr1AEjcLMeZtF4SO9jZlfLvcbRloT1xsjTzzOuZeYeQdxQ2FGh5vt0YP4xjnM3DhkGKgtgAiBdkRQvOcsmleElWkDK5EPDjlJzFuAUAKaV4RU4ZZQygghUpPwZtXabNZPd2mjPt2qzFaANmnQ_ZjZswOJyyvW3RZ_d6wGzs9fyanHS6j_jm8V2T79efvl19yW_vPt9cXd7mpmR8yk0DpSyK1KEQrANtJKectVIbUwOKCgXSthFcCNGhrquq5AljoqxYaWTT8DW5OOiOu2bA1qCbgu7VGOygw6y8tuppxtkHde_3igOvZZJbkw-PAsH_2mGc1GCjwb7XDv0uKskrUXDJ6kS-f0Zu_S64NJ2iwGopi6paqOpAmeBjDNgde6GgFmvUVh2tUYs1CoRK1qTKt_-Ocqz740UCLg8ApoXuLQYVjUVnsE1umEm13v7HJxfPNExvnTW6_4kzxr8TqcgUqK_LhSwHQtNtQFoF_w2tc7gG</recordid><startdate>2011</startdate><enddate>2011</enddate><creator>Han, Doug Hyun</creator><creator>Bolo, Nicolas</creator><creator>Daniels, Melissa A</creator><creator>Arenella, Lynn</creator><creator>Lyoo, In Kyoon</creator><creator>Renshaw, Perry F</creator><general>Elsevier Inc</general><general>Elsevier Limited</general><scope>CGR</scope><scope>CUY</scope><scope>CVF</scope><scope>ECM</scope><scope>EIF</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>3V.</scope><scope>7RV</scope><scope>7X7</scope><scope>7XB</scope><scope>88E</scope><scope>88G</scope><scope>8FI</scope><scope>8FJ</scope><scope>8FK</scope><scope>8G5</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>FYUFA</scope><scope>GHDGH</scope><scope>GNUQQ</scope><scope>GUQSH</scope><scope>K9.</scope><scope>KB0</scope><scope>M0S</scope><scope>M1P</scope><scope>M2M</scope><scope>M2O</scope><scope>MBDVC</scope><scope>NAPCQ</scope><scope>PIMPY</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>PSYQQ</scope><scope>Q9U</scope><scope>7X8</scope><scope>5PM</scope></search><sort><creationdate>2011</creationdate><title>Brain activity and desire for Internet video game play</title><author>Han, Doug Hyun ; Bolo, Nicolas ; Daniels, Melissa A ; Arenella, Lynn ; Lyoo, In Kyoon ; Renshaw, Perry F</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c623t-cb06855201442f0ac83132d8acc90e47e4e1db43444fea977632f0246726c8bb3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2011</creationdate><topic>Adolescent</topic><topic>Anxiety</topic><topic>Brain</topic><topic>Brain - physiology</topic><topic>Cerebellum - physiology</topic><topic>Children & youth</topic><topic>Computer & video games</topic><topic>Cues</topic><topic>Frontal Lobe - physiology</topic><topic>Hippocampus - physiology</topic><topic>Humans</topic><topic>Internet</topic><topic>Magnetic Resonance Imaging</topic><topic>Male</topic><topic>Neurology</topic><topic>Parietal Lobe - physiology</topic><topic>Psychiatry</topic><topic>Thalamus - physiology</topic><topic>Video Games - psychology</topic><topic>Young Adult</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Han, Doug Hyun</creatorcontrib><creatorcontrib>Bolo, Nicolas</creatorcontrib><creatorcontrib>Daniels, Melissa A</creatorcontrib><creatorcontrib>Arenella, Lynn</creatorcontrib><creatorcontrib>Lyoo, In Kyoon</creatorcontrib><creatorcontrib>Renshaw, Perry F</creatorcontrib><collection>Medline</collection><collection>MEDLINE</collection><collection>MEDLINE (Ovid)</collection><collection>MEDLINE</collection><collection>MEDLINE</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>ProQuest Central (Corporate)</collection><collection>ProQuest Nursing and Allied Health Journals</collection><collection>Health & Medical Collection</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>Medical Database (Alumni Edition)</collection><collection>Psychology Database (Alumni)</collection><collection>Hospital Premium Collection</collection><collection>Hospital Premium Collection (Alumni Edition)</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>Research Library (Alumni Edition)</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central</collection><collection>Health Research Premium Collection</collection><collection>Health Research Premium Collection (Alumni)</collection><collection>ProQuest Central Student</collection><collection>Research Library Prep</collection><collection>ProQuest Health & Medical Complete (Alumni)</collection><collection>Nursing & Allied Health Database (Alumni Edition)</collection><collection>Health & Medical Collection (Alumni Edition)</collection><collection>PML(ProQuest Medical Library)</collection><collection>Psychology Database</collection><collection>Research Library</collection><collection>Research Library (Corporate)</collection><collection>Nursing & Allied Health Premium</collection><collection>Publicly Available Content Database</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><collection>ProQuest One Psychology</collection><collection>ProQuest Central Basic</collection><collection>MEDLINE - Academic</collection><collection>PubMed Central (Full Participant titles)</collection><jtitle>Comprehensive psychiatry</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Han, Doug Hyun</au><au>Bolo, Nicolas</au><au>Daniels, Melissa A</au><au>Arenella, Lynn</au><au>Lyoo, In Kyoon</au><au>Renshaw, Perry F</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Brain activity and desire for Internet video game play</atitle><jtitle>Comprehensive psychiatry</jtitle><addtitle>Compr Psychiatry</addtitle><date>2011</date><risdate>2011</risdate><volume>52</volume><issue>1</issue><spage>88</spage><epage>95</epage><pages>88-95</pages><issn>0010-440X</issn><eissn>1532-8384</eissn><coden>COPYAV</coden><abstract>Abstract Objective Recent studies have suggested that the brain circuitry mediating cue-induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for Internet video games during cue presentation would activate similar brain regions to those that have been linked with craving for drugs or pathologic gambling. Methods This study involved the acquisition of diagnostic magnetic resonance imaging and functional magnetic resonance imaging data from 19 healthy male adults (age, 18-23 years) following training and a standardized 10-day period of game play with a specified novel Internet video game, “War Rock” (K2 Network, Irvine, CA). Using segments of videotape consisting of 5 contiguous 90-second segments of alternating resting, matched control, and video game-related scenes, desire to play the game was assessed using a 7-point visual analogue scale before and after presentation of the videotape. Results In responding to Internet video game stimuli, compared with neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (false discovery rate <0.05, P < .009243). Self-reported desire was positively correlated with the β values of left inferior frontal gyrus, left parahippocampal gyrus, and right and left thalamus. Compared with the general players, subjects who played more Internet video game showed significantly greater activity in right medial frontal lobe, right and left frontal precentral gyrus, right parietal postcentral gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the Internet video game in the subjects who played more Internet video game was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. Discussion The present findings suggest that cue-induced activation to Internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathologic gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal cortex, parahippocampal gyrus, and thalamus.</abstract><cop>United States</cop><pub>Elsevier Inc</pub><pmid>21220070</pmid><doi>10.1016/j.comppsych.2010.04.004</doi><tpages>8</tpages><oa>free_for_read</oa></addata></record> |
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subjects | Adolescent Anxiety Brain Brain - physiology Cerebellum - physiology Children & youth Computer & video games Cues Frontal Lobe - physiology Hippocampus - physiology Humans Internet Magnetic Resonance Imaging Male Neurology Parietal Lobe - physiology Psychiatry Thalamus - physiology Video Games - psychology Young Adult |
title | Brain activity and desire for Internet video game play |
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