| Literature DB >> 24273716 |
Michal Assaf1, Christopher J Hyatt, Christina G Wong, Matthew R Johnson, Robert T Schultz, Talma Hendler, Godfrey D Pearlson.
Abstract
Autism Spectrum Disorders (ASDs) are characterized by core deficits in social functions. Two theories have been suggested to explain these deficits: mind-blindness theory posits impaired mentalizing processes (i.e. decreased ability for establishing a representation of others' state of mind), while social motivation theory proposes that diminished reward value for social information leads to reduced social attention, social interactions, and social learning. Mentalizing and motivation are integral to typical social interactions, and neuroimaging evidence points to independent brain networks that support these processes in healthy individuals. However, the simultaneous function of these networks has not been explored in individuals with ASDs. We used a social, interactive fMRI task, the Domino game, to explore mentalizing- and motivation-related brain activation during a well-defined interval where participants respond to rewards or punishments (i.e. motivation) and concurrently process information about their opponent's potential next actions (i.e. mentalizing). Thirteen individuals with high-functioning ASDs, ages 12-24, and 14 healthy controls played fMRI Domino games against a computer-opponent and separately, what they were led to believe was a human-opponent. Results showed that while individuals with ASDs understood the game rules and played similarly to controls, they showed diminished neural activity during the human-opponent runs only (i.e. in a social context) in bilateral middle temporal gyrus (MTG) during mentalizing and right Nucleus Accumbens (NAcc) during reward-related motivation (Pcluster < 0.05 FWE). Importantly, deficits were not observed in these areas when playing against a computer-opponent or in areas related to motor and visual processes. These results demonstrate that while MTG and NAcc, which are critical structures in the mentalizing and motivation networks, respectively, activate normally in a non-social context, they fail to respond in an otherwise identical social context in ASD compared to controls. We discuss implications to both the mind-blindness and social motivation theories of ASD and the importance of social context in research and treatment protocols.Entities:
Keywords: Middle temporal gyrus; Nucleus accumbens; Reward; Theory of mind
Year: 2013 PMID: 24273716 PMCID: PMC3815022 DOI: 10.1016/j.nicl.2013.09.005
Source DB: PubMed Journal: Neuroimage Clin ISSN: 2213-1582 Impact factor: 4.881
Demographic, symptoms assessment and behavioral information. (Mean scores ± standard deviation).
| ASD | TD | Group statistics | p | |
|---|---|---|---|---|
| Age (years) | 17.5 ± 3.3 | 17.4 ± 3.6 | t(25) = 0.1 | n.s. |
| Gender (M/F) | 10/3 | 11/3 | χ2(1) = 0.01 | n.s. |
| Handedness (R/L) | 11/2 | 13/1 | χ2(1) = 0.4 | n.s. |
| Race (W/B/O) | 12/0/1 | 14/0/0 | χ2(3) = 1.1 | n.s. |
| FSIQ (n = 12/13) | 110.9 ± 21.2 | 122.3 ± 12.8 | t(23) = − 1.6 | n.s. |
| ADOS-Total (n = 13/13) | 13.7 ± 3.9 | 1.3 ± 1.7 | t(24) = 10.4 | < 0.0001 |
| ADOS-Communication (n = 14/13) | 4.5 ± 1.3 | 0.9 ± 1.4 | t(24) = 6.8 | < 0.0001 |
| ADOS-Social (n = 14/13) | 9.2 ± 3.3 | 0.4 ± 0.9 | t(24) = 9.1 | < 0.0001 |
| Games Played: Human Opponent | 4.8 ± 0.7 | 5.1 ± 0.9 | F(1) = 1.08 | n.s. |
| Computer Opponent | 5.3 ± 1.2 | 5.2 ± 0.8 | ||
| Duration of Games (minutes): Human | 3.6 ± 0.4 | 3.5 ± 0.5 | F(1) = 1.89 | n.s. |
| Computer | 3.4 ± 0.1 | 3.4 ± 0.4 | ||
| Games Won: Human | 0.9 ± 0.9 | 1.2 ± 1.2 | F(1) = 0.05 | n.s. |
| Computer | 1.6 ± 0.9 | 1.2 ± 0.8 |
Fig. 1Domino game paradigm. The upper panel describes the 4 intervals that comprise each round of the game: Decision Making, Ready, Anticipation to Outcome and Response to Outcome. The latter is the main focus of this study, thus it is highlighted in gray. The duration of each interval and the command (i.e. event) that starts it are described in the bolded arrows below. The lower panel depicts the Domino Game sequence and corresponding consequences. At the beginning of each game the player (participant scanned) receives 12 playing chips and his/her goal is to dispose of them within 4 min. A constant opponent's chip (in this example 6:5, shown enlarged in the yellow ellipsoid) to which the player matches one chip in each round of the game, is displayed in the upper left corner of the screen throughout the game. Each round starts with the player instructed to decide what chip he/she will play next by the command ‘Choose’ (Decision-making interval). Then the player is instructed to move the cursor to this chip (Ready interval). The chip can either match the opponent's (i.e. have one of the numbers match those on the opponent's chip, upper row, 5:1 in this example) or not (lower row:3:3). After placing the selected chip face down next to the opponent's, he/she awaits the opponent's response (Anticipation of Outcome interval). The opponent can either challenge the player's choice (‘Show’) or not (‘No-Show’). Based on the player's choice and the opponent's response there are four possible consequences for each round (Response to Outcome interval): Show Match (overt gain); No-Show Match (relative loss, as the player could have been rewarded if challenged); Show Non-Match (overt loss) and No-Show Non-Match (relative gain, as the player could have been punished if challenged).
Participants' responses to post-scan debriefing.
| Question | ASD | TD | Group (GR) × Opponent Type (OT) ANOVA | |||||
|---|---|---|---|---|---|---|---|---|
| Human | Computer | Human | Computer | GR ME | OT ME | Interaction | ||
| Q1 | I did everything I could to win the game | 4.5 ± 1.3** | 4.5 ± 1.3** | 4.3 ± 1.0** | 4.0 ± 1.0** | n.s. | n.s. | n.s. |
| Q2 | I only played the chips after choosing them first | 4.2 ± 1.3* | 4.2 ± 1.1* | 3.8 ± 1.0* | 4.2 ± 1.1** | n.s. | n.s. | n.s. |
| Q3 | I took my opponent's last moves into account before deciding which chip to play next (M) | 3.9 ± 1.7 | 3.7 ± 1.6 | 4.2 ± 0.7** | 3.8 ± 1.0* | n.s. | F = 5.7, p = 0.02 | n.s. |
| Q4 | I felt glad when a matching chip was challenged (OG) | 4.4 ± 1.3* | 4.2 ± 1.4* | 4.2 ± 0.9** | 4.2 ± 0.9** | n.s. | n.s. | n.s. |
| Q5 | I felt glad when a non-matching chip was not challenged (RG) | 3.7 ± 1.7 | 3.6 ± 1.7 | 4.1 ± 1.2** | 4.1 ± 1.2** | n.s. | n.s. | n.s. |
| Q6 | I felt upset when a non-matching chip was challenged (OL) | 2.5 ± 1.6 | 2.7 ± 1.6 | 2.7 ± 1.6 | 2.9 ± 1.0 | n.s. | n.s. | n.s. |
| Q7 | I felt upset when a matching chip was not challenged (RL) | 3.8 ± 1.4 | 3.7 ± 1.4 | 3.3 ± 1.1 | 3.1 ± 1.0 | n.s. | n.s. | n.s. |
* p < 0.05, ** p < 0.005 for one-sample t-test, testing difference from the middle score of 3. G = Group (ASD, TD); OT = Opponent Type (Human, Computer); ME = Main effect; M = Mentalizing question; OG = Overt Gains; RG = Relative Gains; OL = Overt Losses; RL = Relative Losses.
Fig. 2Players' choices as a function of time. Risk-Taking Index (number of non-match choices divided by the total number of non-match and match choices when both are available to the player) for games played against human- (solid lines) and computer- (dashed lines) opponent are plotted for each minute of the game (averaged for all games) for individuals with ASDs (black lines) and healthy controls (gray lines). There was a significant main effect for time (F(1,3) = 6.3, p = 0.002) but not for opponent type or group.
Fig. 3Mentalizing network. Panel A depicts the activation map of a mixed-effects ANOVA showing brain regions with a significant effect of Opponent's Response in the Human-Opponent runs (Show > No-Show) and Opponent Type in all participants (n = 27, qFDR < 0.05). These regions included the temporoparietal junction (TPJ), temporal pole (TP), medial prefrontal cortex (MPFC), posterior cingulate cortex (PCC), ventrolateral prefrontal cortex (VLPFC), fusiform gyrus (FG) and putamen. Panel B shows the map of brain areas exhibiting an interaction between Human Show vs. No-Show events and Group, masked with the mentalizing network as presented in panel A. Bilateral MTGexhibited a significant effect such that controls showed a greater response to Show vs. No-Show compared to individuals with ASDs (left MTG Pcluster = 0.03 FWE, right MTG Pcluster = 0.04 FWE; for presentation purposes, clusters are shown at a threshold of P < 0.05 uncorrected, k = 20). Percent signal change of the different events in these regions are shown in Panels C & D. **p < 0.001; *p < 0.05; ^p = 0.06; L = left; R = right hemisphere.
Brain regions activated during the Response to Outcome interval.
| Anatomic location of maximum activation | MNI coordinates | T score | ||
|---|---|---|---|---|
| x | y | z | ||
| Human Show > No-Show masked with Human > Computer (all subjects) | ||||
| L TPJ (ITS/MTG/STS) | − 54 | − 60 | 9 | 6.66 |
| R TPJ (ITS/MTG/STS) | 57 | − 48 | 12 | 6.40 |
| L TP | − 39 | 18 | − 30 | 3.40 |
| R TP | 36 | 18 | − 39 | 3.52 |
| R FG | 45 | − 45 | − 18 | 5.26 |
| MPFC | 0 | 42 | 12 | 3.75 |
| PCC | 9 | − 45 | 39 | 3.99 |
| R VLPFC | 51 | 15 | 36 | 5.74 |
| L Putamen | − 21 | 9 | − 15 | 4.00 |
| R Putamen | 15 | 12 | − 6 | 3.18 |
| Healthy Controls > ASD individuals | ||||
| L MTG | − 60 | − 45 | − 3 | 2.54 |
| R MTG | 57 | − 30 | − 12 | 3.20 |
| Gains > Losses (all subjects) | ||||
| L NAcc | − 12 | 15 | − 3 | 4.19 |
| R NAcc | 18 | 12 | − 9 | 5.10 |
| L MFG (BA 6) | − 30 | − 6 | 57 | 4.55 |
| R MFG (BA 6) | 33 | 3 | 57 | 5.33 |
| L SPL | − 39 | − 48 | 57 | 5.18 |
| R SPL | 42 | − 30 | 42 | 5.10 |
| Healthy Controls > ASD individuals | ||||
| R NAcc | 15 | 15 | − 9 | 3.07 |
BA, Brodmann region; FG, fusiform gyrus; ITS, inferior temporal sulcus; MFG, middle frontal gyrus; MPFC, medial prefrontal cortex; MTG, middle temporal gyrus; NAcc, nucleus accumbens; OFC, orbitofrontal cortex; PCC, posterior cingulate cortex; SPL, superior parietal lobule; STS, superior temporal sulcus; TP, temporal pole; TPJ, temporoparietal junction; VLPFC, ventrolateral prefrontal cortex; L, left; R, right.
Fig. 4Reward-related Motivation network. Panel (A) shows the activation map of a mixed-effects ANOVA showing brain regions with a significant main effect of Outcome during both human- and computer-opponent runs in all participants (n = 27, qFDR < 0.05). This network includes bilateral NAcc, MFG and SPL. Panel (B) depicts brain regions showing a significant interaction between Outcome and Group masked with regions showing a significant main effect of Outcome as shown in panel A. The right NAcc was the only region showing a significant interaction (Pcluster = 0.05 FWE; for presentation purposes cluster is shown at a threshold of P < 0.05 uncorrected, k = 20), such that TD individuals showed significantly more activations for Gains than Losses for both opponents in this region, while individuals with ASDs showed such an effect during the Computer-Opponent games only (panel C). **p < 0.001; *p < 0.05; ^p = 0.06; L = left; R = right hemisphere.