| Literature DB >> 25722946 |
Eva C P Duven1, Kai W Müller1, Manfred E Beutel1, Klaus Wölfling1.
Abstract
INTRODUCTION: Internet Gaming Disorder has been added as a research diagnosis in section III for the DSM-V. Previous findings from neuroscientific research indicate an enhanced motivational attention toward cues related to computer games, similar to findings in substance-related addictions. On the other hand in clinical observational studies tolerance effects are reported by patients with Internet Gaming disorder. In the present study we investigated whether an enhanced motivational attention or tolerance effects are present in patients with Internet Gaming Disorder.Entities:
Keywords: Event-related potentials; incentive sensitization; internet gaming disorder; pathological computer gaming; psychophysiological responses; tolerance
Mesh:
Year: 2014 PMID: 25722946 PMCID: PMC4321391 DOI: 10.1002/brb3.293
Source DB: PubMed Journal: Brain Behav Impact factor: 2.708
Social demographics
| PCG ( | CG ( | Sig. | ||
|---|---|---|---|---|
| Age | 24.29 (5.84) | 23.31 (3.01) | −0.541 (25) | |
| % ( | % ( | Chi2 (df) | Sig. | |
| Male | 100 (14) | 100 (13) | ||
| Marital status (single) | 92.86 (13) | 100 (13) | 0.964 (1) | ns |
| Qualification for higher education | 69.23 (9) | 100 (13) | 3.134 (1) | ns |
| Employment/in training (yes) | 71.43 (10) | 100 (13) | 4.360 (1) |
PCG, Pathological Computer Gamers; CG, Casual Gamers; ns, nonsignificant.
Depressiveness and Computer game playing behavior
| Pathological Computer Gamers ( | Casual Gamers ( | Sig. | ||
|---|---|---|---|---|
| SCL-Depressiveness-Subscale | 0.43 (0.51) | 0.15 (0.38) | 2.48 (1) | ns |
| AICA-S Score | 13.89 (3.85) | 0.85 (0.83) | 142.87 (1) | |
| h/weekday playtime | 7.18 (3.29) | 1.08 (1.08) | 40.44 (1) | |
| h/holiday playtime | 9.04 (3.69) | 1.92 (1.30) | 43.13 (1) | |
| Number of negative consequences | 3.79 (1.72) | 0.77 (0.93) | 31.51 (1) | |
| Craving to play computer games | 2.43 (1.22) | 0.23 (0.44) | 63.08 (1) | |
| Cognitive involvement with computer games | 2.71 (0.83) | 0.85 (0.56) | 196.56 (1) |
AICA-S, Assessment of Internet and Computer game Addiction.
AICA-S Score (0–27), 13.5 is cutoff for addiction.
in consequence of computer game playing.
Item from AICA-S, Likert-Scale from 0 to 4 (from “not at all” to “very strong”).
Figure 1Grand averaged ERP (μV) elicited by finding a reward in PCG (Pathological Computer Gamers) and CG (Casual Gamers).
Figure 2Scalp topography of the event of finding a reward by PGC (Pathological Computer Gamers) and CG (Casual Gamers) in the time window from 200 to 400 ms.
Mean latencies and amplitudes for N100, N200, P200, and P300
| Pathological Computer Gamers ( | Casual Gamers ( | Sig | Direction of effect | |||
|---|---|---|---|---|---|---|
| N100 | Latency (ms) | 151.00 (17.16) | 128.92 (30.69) | 5.428 (1) | PCG > CG | |
| Right ( | −2.60 (2.28) | −1.17 (1.46) | 3.705 (1) | ns | – | |
| Midline ( | −3.22 (2.24) | −0.40 (1.50) | 14.542 (1) | PCG > CG | ||
| Left ( | −3.52 (2.29) | −1.36 (1.77) | 7.452 (1) | PCG > CG | ||
| N200 | Latency (ms) | 197.14 (19.89) | 204.31 (20.05) | 0.868 (1) | ns | – |
| Right ( | −2.91 (3.20) | −2.01 (3.75) | 0.448 (1) | ns | – | |
| Midline ( | −3.17 (3.53) | −1.27 (3.88) | 1.787 (1) | ns | – | |
| Left ( | −3.98 (3.23) | −3.25 (3.58) | 0.312 (1) | ns | – | |
| P200 | Latency (ms) | 223.43 (30.15) | 223.23 (28.93) | 0.000 (1) | ns | – |
| Right ( | 4.39 (2.88) | 6.52 (3.49) | 3.023 (1) | ns | – | |
| Midline ( | 4.14 (3.28) | 7.66 (3.18) | 7.997 (1) | PCG < CG | ||
| Left ( | 3.21 (3.21) | 6.13 (3.62) | 4.950 (1) | PCG < CG | ||
| P300 | Latency (ms) | 344.43 (59.01) | 317.38 (35.59) | 2.038 (1) | ns | – |
| Right ( | 16.03 (4.55) | 19.12 (3.96) | 3.526 (1) | ns | – | |
| Midline ( | 17.12 (4.76) | 22.06 (5.12) | 6.738 (1) | PCG < CG | ||
| Left ( | 15.20 (3.98) | 19.56 (4.34) | 7.403 (1) | PCG < CG |
PCG, pathological computer gamers; CG, casual gamers; ns, nonsignificant.
Mean latencies (ms) and amplitudes (μV) with standard deviations.