| Literature DB >> 28588464 |
Marc Palaus1, Elena M Marron1, Raquel Viejo-Sobera1,2, Diego Redolar-Ripoll1.
Abstract
Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games.Entities:
Keywords: addiction; cognitive improvement; functional changes; internet gaming disorder; neural correlates; neuroimaging; structural changes; video games
Year: 2017 PMID: 28588464 PMCID: PMC5438999 DOI: 10.3389/fnhum.2017.00248
Source DB: PubMed Journal: Front Hum Neurosci ISSN: 1662-5161 Impact factor: 3.169
Figure 1Increasing trend in VG-related articles. Since 2005, the average annual growth is around 20%. (Source: MEDLINE).
Figure 2Study selection diagram flow. *Articles in these sections may not be mutually exclusive.
Article breakdown by category.
| All | 22 | 100 | 6 | 116 |
| Healthy (Non excessive, non-violent) | 14 | 51 | 3 | 62 |
| Excessive gaming | 8 | 34 | 3 | 39 |
| Excessive gaming, IGD | 5 | 26 | 2 | 29 |
| Excessive gaming, Non-IGD | 3 | 8 | 1 | 10 |
| Violence | 0 | 16 | 0 | 16 |
| Violence + Excessive gaming | 0 | 1 | 0 | 1 |
| 16 | 94 |
IGD, Internet Gaming Disorder.
Neuroimaging techniques used in the reviewed studies.
| Electrophysiological methods | 32 | 27.6 |
| EEG (standard) | 13 | 11.2 |
| ERP | 16 | 13.8 |
| ERSP | 1 | 0.9 |
| SSVEP | 2 | 1.7 |
| MRI | 70 | 60.3 |
| MRI (structural) | 15 | 12.9 |
| fMRI | 55 | 47.4 |
| NIRS | 8 | 6.9 |
| SPECT | 2 | 1.7 |
| PET | 2 | 1.7 |
| Doppler | 1 | 0.9 |
EEG, Electroencephalography; ERP, Event-related potentials; ERSP, Event-related spectral Dynamics; fMRI, Functional magnetic resonance imaging; MRI, Magnetic resonance imaging; NIRS, Near-infrared spectroscopy; PET, Positon emission tomography; SPECT, Single-photon emission computed tomography; SSVEP, Steady-state visual evoked potential.
Studies providing structural data dealing with healthy, non-expert participants.
| Erickson et al., | 2010 | 39 | (18–28) | Healthy young adults | <3 h/week | Action, shooter | MRI | Experimental (randomized) | Predictors of skill acquisition: |
| Basak et al., | 2011 | 20 | 70.1 ± 4.81 | Healthy older adults | Low VGP (<1 h/week) | Real time strategy | MRI | Quasi-experimental (one group pretest-posttest) | Predictors of skill acquisition: |
| Vo et al., | 2011 | 34 | (18–28) | Healthy young adults | Low or Non-VGP | Action, shooter | MRI | Experimental (crossover) | Skill acquisition: |
| Colom et al., | 2012 | 20 | 18.95 ± 2.65 | Healthy young adults, female | Low or Non-VGP | Puzzle, Brain training | MRI (DTI) | Experimental (randomized with pretest) | After VG training: Gray matter: |
| Kühn et al., | 2013 | 48 | 24.1 ± 3.8 | Healthy young adults | Low or Non-VGP | Action, 3D platforms | MRI | Experimental (randomized with pretest) | After VG training: |
| McGarry et al., | 2013 | 7 | (60–85) | Healthy older adults | – | Real time strategy | MRI | Quasi-experimental (one group pretest-posttest) | After VG training: |
| Kühn and Gallinat, | 2014 | 62 | 28.4 ± 6.07 | Healthy young adults, male | Low or Non-VGP ( | – | MRI | Quasi-experimental (retrospective) | VG experience: |
| Kühn et al., | 2014 | 152 | 14.4 ± 0.03 | Healthy adolescents | 12.6 ± 12.9 h/week | – | MRI | Quasi-experimental (retrospective) | VG experience: |
| Strenziok et al., | 2014 | – | (>60) | Healthy older adults | – | Real time strategy | MRI (DTI) | Experimental (randomized) | After VG training: |
| Strenziok et al., | 2014 | 42 | 69.21 ± 4.9 | Healthy older adults | – | Action, shooter | MRI (DTI) | Experimental (randomized with pretest) | After VG training (white matter AD): All 3 groups: |
| Szabó et al., | 2014 | 56 | 36.8 ± 10.3 | Healthy adults | Low or Non-VGP | Action, 3D platforms | MRI | Experimental (randomized with pretest) | After VG training: |
| Zhang et al., | 2015 | 45 | 16.9 ± 2.2 (VGP) | Healthy adolescents, male | VGP (19 h/week) | Racing | MRI (DTI) | Quasi-experimental (retrospective) | VGP vs. Non-VGP (White matter FA): |
| Kim Y. H. et al., | 2015 | 31 | 29.0 ± 4.1 | Healthy young adults | VGP (>3 h/week) | Real time strategy | MRI (DTI) | Quasi-experimental (with control group) | VGP vs. Non-VGP: White matter connectivity: |
| Takeuchi et al., | 2016 | 240 | 11.1 ± 2.7 | Healthy children | 0.8 ± 0.75 h/week | – | MRI (DTI) | Quasi-experimental (cross-sectional) | VG experience: |
| Takeuchi et al., | 2016 | 189 | (5.7–16.6) | Healthy children | – | – | MRI (DTI) | Quasi-experimental (longitudinal) | VG experience: |
ACC, Anterior cingulate cortex; ACR, Anterior corona radiata; AD, Axial diffusivity; BA, Brodmann area; BG, Basal ganglia; CC, Corpus callosum; CST, Corticospinal tract; dlPFC, Dorsolateral prefrontal cortex; DS, Dorsal striatum; DTI, Diffusion tensor imaging; EC, External capsule; FA, Fractional anisotropy; FEF, Frontal eye fields; FG, Fusiform gyrus; GM, Gray matter; HC, Hippocampus; IFG, Inferior frontal gyrus; IFOF, Inferior frontooccipital fasciculus; IGD, Internet Gaming Disorder; ILF, Inferior longitudinal fasciculus; ITC, Inferior temporal cortex; MFG, Middle frontal gyrus; MRI, Magnetic resonance imaging; MTG, Middle temporal gyrus; PFC, Prefrontal cortex; PoCG, Post central gyrus; POT, Parieto-occipito-temporal; PrCG, Pre-central gyrus; SCR, Superior corona radiata; SFG, Superior frontal gyrus; SLF, Superior longitudinal fasciculus; SPG, Superior parietal gyrus; TO, Temporo-occipital; VG, Video game; VGP, Video game player; VS, Ventral striatum; WM, White matter. Articles marked with an asterisk
discuss cognitive implications without directly assessing this dimension. Articles marked with a double asterisk
did not provide either empirical cognitive data nor discuss cognitive implications. The rest of the articles (non-marked) have measured cognitive correlates with specific tasks.
Studies providing structural data dealing with VG experts or excessive gaming.
| Han et al., | 2012 | 55 | 20.9 ± 2.0 (IGD) | Young adults, male | IGD (9.0 ± 3.7 h/day) | Real time strategy | MRI | Quasi-experimental (with control group) | IGD vs. Control: |
| Hou et al., | 2012 | 14 | 20.40 ± 2.30 (IGD) | Young adults | IGD (>8 h/day) | – | SPECT | Quasi-experimental (with control group) | IGD vs. Control: |
| Hyun et al., | 2013 | 23 | 19.8 ± 1.7 | Healthy young adults, male | Professional VGP (9.2 ± 1.6 h/day) | Real time strategy | MRI | Quasi-experimental | Career length: |
| Tanaka et al., | 2013 | 50 | 24.1 ± 2.9 (Experts) | Healthy young adults, male | Expert VGP (21.4 ± 10.0 h/week) | Action, fighting | MRI | Quasi-experimental (with control group) | Experts vs. Non-experts: |
| Yuan et al., | 2013 | 36 | 19.4 ± 3.1 (IGD) | Young adults, male | IGD (10.2 ± 2.6 h/day) | Role playing, MMORPG | MRI | Quasi-experimental (with control group) | IGD vs. Control: |
| IGD duration: | |||||||||
| Xing et al., | 2014 | 34 | 19.1 ± 0.7 (IGD) | Young adults | IGD (9.5 ± 1.3 h/day; 65.7 ± 11.6 IAT) | Action, Real time strategy | MRI (DTI) | Quasi-experimental (with control group) | IGD vs. Control (FA): |
| Gong et al., | 2015 | 57 | 23.26 ± 0.4 (Experts) | Healthy young adults | Expert VGP (46.67 ± 2.1 h/week) | Action, Real time strategy | MRI | Quasi-experimental (with control group) | Experts vs. Amateurs): |
| Jin et al., | 2016 | 46 | 19.12 ± 1.05 (IGD) | Adolescents | IGD (5.32 ± 2.10 h/day) | Action, Real time strategy | MRI | Quasi-experimental (with control group) | IGD vs. Control: |
ACC, Anterior cingulate cortex; CG, Cingulate gyrus; dlPFC, Dorsolateral prefrontal cortex; DTI, Diffusion tensor imaging; FA, Fractional anisotropy; GM, Gray matter; IGD, Internet gaming disorder; IOG, Inferior occipital gyrus; IPC, Inferior parietal cortex; ITC, Inferior temporal cortex; lOFC, Lateral orbitofrontal cortex; MFG, Middle frontal gyrus; MMORPG, Massively multiplayer online role-playing game; MOG, Middle occipital gyrus; MRI, Magnetic resonance imaging; MTG, Middle temporal cortex; OFC, Orbitofrontal cortex; PCu, Precuneus; PFC, Prefrontal cortex; PoCG, Post-central gyrus; PPC, Posterior parietal cortex; PrCG, Pre-central gyrus; SFG, Superior frontal gyrus; SMA, Supplementary motor area; SN, Salience network; SPECT, Single-photon emission computed tomography; SPG, Superior parietal gyrus; VGP, Video game player. Articles marked with an asterisk
discuss cognitive implications without directly assessing this dimension. Articles marked with a double asterisk
(**) did not provide either empirical cognitive data nor discuss cognitive implications. The rest of the articles (non-marked) have measured cognitive correlates with specific tasks.
Studies providing functional data dealing with healthy, non-expert participants, without violent content.
| Kelley et al., | 1992 | 21 | 31.4 ± 7.8 | Healthy adults | – | Breakout | Doppler | Experimental (crossover) | VG play vs. Baseline: |
| Brookings et al., | 1996 | 8 | (21–29) | Healthy adults | Air traffic controllers | Simulation | EEG | Experimental (crossover) | Task difficulty (measured in Theta power): High vs. Low difficulty: |
| Koepp et al., | 1998 | 8 | (36–46) | Healthy adults, male | – | Action | PET | Quasi-experimental (with pretest) | VGP vs. baseline: |
| Pellouchoud et al., | 1999 | 7 | (9–15) | Healthy children | – | Puzzle | EEG | Experimental (crossover) | Gameplay vs. resting: |
| Smith et al., | 1999 | 6 | (22–25) | Healthy young adults | – | Action, shooter | EEG | Quasi-experimental (with pretest) | VG Post vs. Pre: |
| Izzetoglu et al., | 2004 | 8 | (18–50) | Healthy adults | – | Action, strategy | NIRS | Experimental (crossover) | VG difficulty: |
| Matsuda and Hiraki, | 2004 | 6 | (23–29) | Healthy young adults | – | Action, First Person Shooter Rhythm Puzzle | NIRS | Experimental (crossover) | VG play vs. rest: |
| Matsuda and Hiraki, | 2006 | 13 | (7–14) | Healthy children | – | Action, fighting Puzzle | NIRS | Experimental (crossover) | Children (VG play vs. rest): |
| Nagamitsu et al., | 2006 | 12 | 8 (7–10) (children) | Healthy children | Low and High VGP (>2 h/day) | Action, 2D Platforms | NIRS | Quasi-experimental (with control group) | During VG play: |
| Salminen and Ravaja, | 2007 | 25 | 23.8 | Healthy young adults | VGP (>once a month) | Action, 3D Platforms | EEG | Experimental (crossover) | While playing: Picking up item: |
| Sheikholeslami et al., | 2007 | 2 | – | Healthy participants | – | Sports | EEG | Quasi-experimental (with pretest) | Gaming vs. resting: |
| Corradi-Dell'Acqua et al., | 2008 | 17 | – | Healthy young adults | – | Custom VG | fMRI | Experimental (factorial design) | VG character controlled synchronously: Agency vs. Control: |
| Russoniello et al., | 2009 | 69 | – | – | – | Puzzle | EEG | Experimental (randomized) | VGP vs. Control: |
| Bailey et al., | 2010 | 51 | (18–33) | Healthy young adults | Low VGP (1.76 ± 4.75 h/week) | Action | EEG (ERP) | Quasi-experimental (with control group) | High VGP vs. Low VGP: |
| Han et al., | 2010 | 21 | 24.1 ± 2.6 | Healthy young adults | Low VGP (<1 h/day) | Action, fighting | fMRI | Quasi-experimental (with control group and pretest) | Excessive VGP vs. Control: |
| Anderson et al., | 2011 | 20 | 23.6 | Healthy young adults | VGP (low, medium and high) | Action, shooter | fMRI | Experimental (crossover) | During VG play: |
| Maclin et al., | 2011 | 39 | (19–29) | Healthy young adults | Low or Non-VGP (<3 h/week) | Action, shooter | EEG (ERP) | Experimental (crossover) | Post vs. Pre-training |
| ▴ Alpha power (oddball tones) | |||||||||
| Mishra et al., | 2011 | 41 | 21 (VGP) | Healthy young adults, male | VGP (9.0 ± 2.7 h/week) | Action | EEG (SSVEP) | Quasi-experimental (with control group) | VGP vs. Non-VGP: |
| Bavelier et al., | 2012 | 26 | 20.50 | Healthy young adults | VGP (>5 h/week) | Action, First Person Shooter | fMRI | Quasi-experimental (crossover, with control group) | As attentional demands increased: Non-VGP vs. VGP: |
| Cole et al., | 2012 | 57 | 25.3 ± 9.4 | Healthy young adults | – | Action, shooter | fMRI | Experimental (randomized) | VG onset: |
| Lee H. et al., | 2012 | 75 | 21.57 ± 2.58 | Healthy young adults | Low or Non-VGP (<4 h/week) | Action, shooter | fMRI | Experimental (randomized) | Full emphasis vs. Hybrid variable-priority training (post-training): |
| ▾ Lateral occipital cortex (bilateral) Hybrid variable-priority training vs Control: | |||||||||
| Han et al., | 2012 | 19 | 20.5 ± 1.5 | Healthy young adults, male | – | Action, First Person Shooter | fMRI/MRI | Experimental (crossover) | VG vs. Neutral stimuli: |
| VG training amount: | |||||||||
| Havranek et al., | 2012 | 20 | 23.5 ± 3.83 | Healthy young adults | VGP (>11.7 h/week) | Role-playing | EEG | Experimental (factorial) | 1st person view vs. 3rd person view: |
| Klasen et al., | 2012 | 13 | (18–26) | Healthy young adults, male | VGP (15.1 ± 9.0 h/week) | Action, First Person Shooter | fMRI | Experimental (crossover) | Success vs. failure events: |
| Liu et al., | 2012 | 68 | 19.7 ± 2.0 | Healthy young adults | – | Racing | NIRS | Experimental (randomized) | Extrinsic orders & Intrinsic orders vs. Control: |
| Mathewson et al., | 2012 | 39 | (18–28) | Healthy young adults | Low or Non-VGP (<3 h/week) | Action, shooter | EEG (ERSP) | Experimental (crossover) | Learning rate predicted by: |
| Prakash et al., | 2012 | 66 | 22 ± 2.90 (Fixed emphasis training) | Healthy young adults | Low or Non-VGP (<4 h/week) | Action, shooter | fMRI | Experimental (randomized) | Post vs. Pre (all groups): |
| ▾ vmPFC HVT vs. FET: | |||||||||
| Subhani et al., | 2012 | 10 | (19–25) | Healthy young adults | – | Racing | EEG | Quasi-experimental (with pretest) | Gaming vs. rest: |
| Voss et al., | 2012 | 29 | 22.24 ± 2.90 | Healthy young adults | Low or Non-VGP (<3 h/week) | Action, shooter | fMRI | Experimental (randomized) | Post vs. Pre-training (FC): Changes in the DMN |
| Wu et al., | 2012 | 16 | 21.3 (Experimental) | Healthy young adults | Non-VGP | Action, First Person Shooter | EEG (ERP) | Experimental (randomized with pretest) | FPS vs. Non-action: = N100 amplitude = P100 amplitude |
| Anguera et al., | 2013 | 46 | 67.1 ± 64.2 | Healthy older adults | Low or Non-VGP (<2 h/month) | Racing | EEG | Experimental (crossover) | After VG training: |
| Bailey and West, | 2013 | 31 | 20.40 ± 2.01 (Action) | Healthy adults | Non-VGP (0 h/week) | Action, First Person | EEG (ERP) | Experimental (randomized) | After VG training: Action VG vs. Control: |
| Berta et al., | 2013 | 22 | 26.3 ± 5.5 | Healthy young adults | VGP and Non-VGP | Action, shooter | EEG | Experimental (crossover) | VG difficulty differences in: Alpha frequency Low-beta frequency Mid beta frequency |
| Khairuddin et al., | 2013 | 29 | 21.73 ± 1.59 | Healthy young adults | – | Racing | EEG | Experimental (crossover) | 3D vs. 2D VG play: |
| Krishnan et al., | 2013 | 24 | – | – | Action VGP (9 h/week) Non-action VGP (15 h/week) | Action, First Person | EEG (SSVEP) | Quasi-experimental (with control group) | Non-action VGP: (Hit rate at attended 8.6 Hz flicker) |
| Mathiak et al., | 2013 | 13 | (18–26) | Healthy young adults, male | VGP (>5 h/week) | Action, First Person Shooter | fMRI | Quasi-experimental (crossover) | Decrease of positive affect: |
| Martínez et al., | 2013 | 20 | 18.95 ± 2.65 | Healthy young adults, female | Low or Non-VGP | Puzzle, Brain training | fMRI | Experimental (randomized, with pretest) | Post vs. pre-training (resting state): |
| McGarry et al., | 2013 | 7 | (60–85) | Healthy older adults | – | Strategy | fMRI | Quasi-experimental (with pretest) | After VG training (FC): |
| Tachtsidis and Papaioannou, | 2013 | 30 | 24.00 | Healthy young adults | ≪Some≫ experience in VG | Action, fighting | NIRS | Experimental (randomized with pretest) | VG playing vs. baseline: |
| Hahn et al., | 2014 | 27 | 25.5 ± 4.18 (VGP) | Healthy young adults | VGP (>4 h/week) | Role-playing, MMORPG | fMRI | Quasi-experimental (with control group) | VGP vs. Non-VGP (reward anticipation): |
| Nikolaidis et al., | 2014 | 45 | 21.74 ± 5.09 | Healthy young adults | Low or Non-VGP (<4 h/week) | Action, shooter | fMRI | Experimental (crossover) | Post vs. Pre-training (predictors of working memory performance): |
| Strenziok et al., | 2014 | 46 | 69.21 ± 4.9 | Healthy older adults | – | Action, Shooter real time strategy puzzle, Brain training | fMRI | Experimental (randomized with pretest) | Puzzle & Shooter vs. Strategy (FC): |
| Yoshida et al., | 2014 | 20 | 22.3 ± 1.2 | Healthy young adults | – | Puzzle | NIRS | Experimental (crossover) | Flow vs. boredom condition: |
| Anderson et al., | 2015 | 40 | 24.0 | Healthy young adults | – | Action, shooter | fMRI | Experimental (crossover) | Predictor of VG skill: |
| Hsu et al., | 2015 | 41 | 26.3 | Healthy young adults | – | Racing | tDCS | Experimental (crossover) | Anodal tDCS vs. Sham: |
| Kim Y. H. et al., | 2015 | 31 | 29.0 ± 4.1 | Healthy young adults | VGP (>3 h/week) | Strategy | fMRI | Quasi-experimental (with control group and pretest) | VGP vs. Non-VGP: |
| Liu T. et al., | 2015 | 51 | 21.0 ± 2.2 | Healthy young adults | Low and High VGP | Racing | NIRS | Experimental (factorial) | Single vs. Paired (low VGP group) |
| Lorenz et al., | 2015 | 50 | 23.8 ± 3.9 (Experimental) | Healthy young adults | Low or Non-VGP (0.7 ± 1.97 h/month) | Action, 3D Platforms | fMRI | Experimental (randomized) | Post vs. Pre-test (reward anticipation, VG training & control group): |
| McMahan et al., | 2015 | 30 | 20.87 (18–43) | Healthy adults | Low and High VGP (20% >20 h/week) | Action, 2D Platforms | EEG | Experimental (crossover) | High vs. Low intensity VG events: |
| Patten et al., | 2015 | – | – | – | Low or Non-VGP VGP | – | EEG (ERP) | Quasi-experimental (with control group) | VGP vs. Non-VGP: |
| West et al., | 2015 | 59 | 23.88 ± 3.94 (Action) | Healthy young adults | Action VGP (17.9 ± 10.44 h/week) | Action, First Person | EEG (ERP) | Quasi-experimental (with control group) | Action vs. Non-VGP: |
ACC, Anterior cingulate cortex; AG, Angular gyrus; CN, Caudate nucleus; CPEI, Composite permutation entropy index; dACC, Dorsal anterior cingulate cortex; dlPFC, Dorsolateral prefrontal cortex; DS, Dorsal striatum; EEG, Electroencephalography; ERP, Event-related potentials; ERSP, Event-related spectral dynamics; FFA, Fusiform face area; FC, Functional connectivity; FG, Fusiform gyrus; fMRI, Functional magnetic resonance imaging; FPN, Frontoparietal network; HC, Hippocampus; IFG, Inferior frontal gyrus; ITG, Inferior temporal gyrus; IPS, Intraparietal sulcus; liPFC, Lateral inferior prefrontal cortex; MCA, Middle cerebral artery; MCG, Middle cingulate gyrus; MFG, Middle frontal gyrus; MRI, Magnetic resonance imaging; NAcc, Nucleus accumbens; NIRS, Near-infrarred spectroscopy; OFC, Orbitofrontal cortex; PCA, Posterior cerebral artery; PPC, Posterior cingulate cortex; PCu, Precuneus; PFC: Prefrontal cortex; PHG, Parahippocampal gyrus; PoCG, Post central gyrus; POT, Parieto-occipito-temporal; PPC, Posterior parietal cortex; PrCG, Pre-central gyrus; PTC, Posterior temporal cortex; rACC, Rostral anterior cingulate cortex; SFG, Superior frontal gyrus; SPG, Superior parietal gyrus; SSVEP, Steady state visually evoked potential; tDCS, Transcranial direct current stimulation; TO, Temporo-occipital; TPJ, Temporo-parietal junction; VG, Video game; VGP, Video game player; vmPFC, Ventromedial prefrontal cortex; VS, Ventral striatum. Articles marked with an asterisk
discuss cognitive implications without directly assessing this dimension. Articles marked with a double asterisk
did not provide either empirical cognitive data nor discuss cognitive implications. The rest of the articles (non-marked) have measured cognitive correlates with specific tasks.
Studies providing functional data dealing with VG experts or excessive gaming.
| Thalemann et al., | 2007 | 30 | Young adults, male | 28.75 ± 6.11 (Excessive VGP) | Excessive VGP (4.31 ± 2.17 h/day) | – | EEG (ERP) | Quasi-experimental (with control group) | Excessive vs. Casual VGP (exposition to gaming cues): |
| Allison and Polich, | 2008 | 14 | 23.5 ± 5.1 | Healthy young adults | Expert VGP (>10 h/week) | Action, First Person Shooter | EEG (ERP) | Experimental (crossover) | Correlated with gaming workload: |
| Ko et al., | 2009 | 20 | (21–25) | Young adults, male | IGD (>30 h/week) | Role playing, MMORPG | fMRI | Quasi-experimental (with control group) | IGD vs. Control (exposition to gaming pictures): |
| Granek et al., | 2010 | 26 | 24 ± 3.1 and 26 ± 4.6 | Healthy young adults, male | Expert VGP (12.8 ± 8.6 h/week) | – | fMRI | Quasi-experimental | Expert VGP vs. Non-VGP: |
| Liu et al., | 2010 | 38 | Young adults | 21.0 ± 1.3 (IAD) | IAD (= 6 h/day) | – | fMRI | Quasi-experimental (with control group) | IAD vs. Control (Regional homogeneity): |
| – | ▴ MOG (right) | ||||||||
| Doty et al., | 2011 | 14 | – | – | VG Dependent VG Non-dependent | Action, First Person Shooter | EEG (ERP) | Quasi-experimental (with control group) | Dependent vs. Non-dependent group: |
| Dong et al., | 2012 | 29 | 24.2 ± 3.5 (IAD) | Young adults, male | IAD (>80% time playing VG) | – | fMRI | Quasi-experimental (with control group) | IGD vs. Control (Regional Homogeneity): |
| Ding et al., | 2013 | 41 | 16.94 ± 2.73 (Internet addiction group) | Adolescents | Internet Addiction (26.44 ± 21.47 h/week; CIAS 64.59 ± 6.43) | – | fMRI | Quasi-experimental (with control group) | IGD vs. Control (FC): |
| Feng et al., | 2013 | 33 | 16.93 ± 2.34 (IGD) | Adolescents | IGD (25.47 ± 17.89 h/week; 66.73 ± 3.01 | – | fMRI | Quasi-experimental (with control group) | IGD vs. Control: |
| Kätsyri et al., | 2013 | 11 | 25.6 (22–33) | Healthy young adults, male | VG Experts (>10 h/week) | Action, First Person Shooter | fMRI | Experimental (crossover) | Winning vs. Losing: |
| Kätsyri et al., | 2013 | 17 | 24.8 (20–33) | Healthy young adults, male | VG Experts (>10 h/week) | Action, First Person Shooter | fMRi | Experimental (crossover) | Winning vs. Losing: |
| Ko et al., | 2013 | 45 | 24.67 ± 3.11 (IGD) | Young adults, male | IGD IGD in remission Control (Non-IGD) | Role playing, MMORPG | fMRI | Quasi-experimental (with control group) | IGD vs. Control (exposition to gaming cues): |
| Kim et al., | 2013 | 5 | 18 ± 0 | Adolescents, male | IGD (>4 h/day) | – | EEG (ERP) | Quasi-experimental (with control group and pretest) | Pre vs. Post course: |
| Latham et al., | 2013 | 31 | 23.27 ± 0.88 (VGP) | Healthy young adults, male | Expert VGP (34.67 ± 5.01 h/week) | Action, shooter; Strategy or Role Playing, MMORPG | EEG (ERP) | Quasi-experimental | Expert VPG vs. Low VPG: Earlier Visual N1 |
| Song et al., | 2013 | 39 | Healthy young adults, male | 20.5 ± 1.6 (2D) | Professional VGP (2D strategy VG) | Real time strategy | fMRI | Quasi-experimental (with control group) | 2D vs. 3D strategy game: |
| Yuan et al., | 2013 | 36 | Adolescents and young adults | 19.4 ± 3.1 (IGD) | Role playing, MMORPG | fMRI | Quasi-experimental (with control group) | IGD vs. Control: | |
| Chen et al., | 2014 | 30 | 24.67 ± 3.12 (IGD) | Young adults, male | IGD (>4 h/day; 76.00 ± 12.09 | Role playing, MMORPG | fMRI | Quasi-experimental (with control group) | IGD vs. Control: |
| Tian et al., | 2014 | 12 | Young adults, male | 23.5 ± 2.58 (IGD) | IGD (77.6 ± 6.8 Young's scale score) | Role playing, MMORPG | PET | Quasi-experimental (with control group and pretest) | IGD vs. Control (glucose metabolism): |
| Wee et al., | 2014 | 33 | Adolescents | 17.3 ± 2.6 (IAD) | IAD (4.8 ± 22 h/day; 62.4 ± 17.1 | – | fMRI | Quasi-experimental (with control group) | IAD vs. Control (FC): Frontal, occipital, and parietal lobes |
| Xing et al., | 2014 | 34 | Young adults | 19.1 ± 0.7 (IGD) | IGD (9.5 ± 1.3 h/day; 65.7 ± 11.6 IAT) | Action, Real time strategy | fMRI | Quasi-experimental (with control group) | IGD vs. Control (FC): = FC |
| Gong et al., | 2015 | 57 | 23.26 ± 0.4 (Experts) | Healthy young adults | Expert VGP (46.67 ± 2.1 h/week) | Action, Real time strategy | fMRI | Quasi-experimental (with control group) | Experts vs. Amateurs (FC): |
| Han et al., | 2015 | 47 | 15.2 ± 1.9 (IGD) | Adolescents, male | IGD (>30 h/week) | Role playing Real time strategy First Person Shooter Others | fMRI | Quasi-experimental (with control group) | IGD vs. Control: |
| Hong et al., | 2015 | 23 | 13.4 ± 2.31(IGD) | Adolescents, male | IGD (14.25 ±1 2.12 h/week; 57.00 ± 17.39 Young Internet Addiction Test) | – | fMRI | Quasi-experimental (with control-group) | IGD vs. Control (FC): |
| Kim H. et al., | 2015 | 31 | 21.63 ± 5.92 (IGD) | Young adults, male | IGD (5.95 ± 2.27 h/day; 75.81 ± 4.72 Young's Internet Addiction Test) | – | fMRI | Quasi-experimental (with control group) | IGD vs. Control (Regional Homogeneity): |
| Lee et al., | 2015 | 38 | Adolescents, male | 13.6 ± 0.9 (IGD) | IGD Control (Non-IGD) | – | fMRI | Quasi-experimental (with control group) | IGD vs. Control (Angry facial stimuli): |
| Liu J. et al., | 2015 | 40 | Young adults | 21.4 ± 1.0 (IGD) | IGD (= 6 h/day in internet) | Role playing, MMORPG | fMRI | Quasi-experimental (with control group) | IGD vs. Control: |
| Luijten et al., | 2015 | 45 | Young adults, male | 20.83 ± 3.05 (IGD) | IGD (Video game Addiction Test score = 2.5) | – | fMRI | Quasi-experimental (with control group) | IGD vs. Control: |
| Wang et al., | 2015 | 31 | Adolescents | 16.94 ± 2.73 (IGD) | IGD (64.59 ± 6.43 | – | fMRI | Quasi-experimental (with control group) | IGD vs. Control (FC): |
| Dong and Potenza, | 2016 | 36 | 21.33 ± 2.18 (IGD) | Young adults, male | IGD (>80% online time) | – | fMRI | Quasi-experimental (with control group) | IGD vs. Control: |
| Gong et al., | 2016 | 45 | 23.3 ± 4.3 (Experts) | Healthy young adults, male | Experts (ELO > 1,800) | Action, Real time strategy | fMRI | Quasi-experimental (with control group) | Action VG Experts vs. Amateurs: |
| Han et al., | 2016 | 102 | 20.2 ± 3.2 (IGD) | Adolescent or young adults, male | IGD (>30 h/week) | Role playing Real time strategy First Person Shooter Others | fMRI | Quasi-experimental (with control group) | IGD vs. Control (During executive task): |
| Jin et al., | 2016 | 46 | 19.12 ± 1.05 (IGD) | Adolescents | IGD (5.32 ± 2.10 h/day) | Action, Real time strategy | fMRI/MRI | Quasi-experimental (with control group) | IGD vs. Control (FC): |
| Park et al., | 2016 | 36 | Young adults, male | 24.2 ± 3.2 (OGA-CBT) | IGD (>30 h/week) | – | fMRI | Quasi-experimental (with control group) | IGD vs. Control (baseline, ALFF): |
| Zhang et al., | 2016 | 115 | Young adults | 22.28 ± 1.98 (IGD) | IGD (78.36 ± 8.43 | – | fMRI | Quasi-experimental (with control group) | IGD vs. Control (FC): |
ACC, Anterior cingulate cortex; CEN, Central executive network; CG, Cingulate gyrus; CIAS, Chen's Internet addiction scale; CN, Caudate nucleus; dACC, Dorsal anterior cingulate cortex; dlPFC, Dorsolateral prefrontal cortex; DS, Dorsal striatum; FC, Functional connectivity; FEF, Frontal eye fields; FG, Fusiform gyrus; IFG, Inferior frontal gyrus; IGD, Internet gaming disorder; IPC, Inferior parietal cortex; IPS, Intraparietal sulcus; ITC, Inferior temporal cortex; ITG, Inferior temporal gyrus; MCG, Middle cingulate gyrus; MFG, Middle frontal gyrus; MOG, Middle occipital gyrus; MTG, Middle temporal gyrus; NAcc, Nucleus accumbens; OFC, Orbitofrontal cortex; omPFC, Orbitomedial prefrontal cortex; PCC, Posterior cingulate cortex; PCu, Precuneus; PFC, Prefrontal cortex; PHG, Parahippocampal gyrus; PoCG, Post-central gyrus; PrCG, Pre-central gyrus; preSMA, Pre-supplementary motor area; SFG, Superior frontal gyrus; SMA, Supplementary motor area; SN, Salience network; SPG, Superior temporal gyrus; STG, Superior temporal gyrus; TPJ, Temporo-parietal junction; vlPFC, Ventrolateral prefrontal cortex; VS, Ventral striatum. Articles marked with an asterisk
discuss cognitive implications without directly assessing this dimension. Articles marked with a double asterisk
did not provide either empirical cognitive data nor discuss cognitive implications. The rest of the articles (non-marked) have measured cognitive correlates with specific tasks.
Studies providing functional data focused on the violent contents of VG.
| Bartholow et al., | 2006 | 39 | Healthy young adults | 19.50 | Violent VGP Non-violent VGP | “Violent” VG | EEG (ERP) | Quasi experimental (with control group) | Violent vs. Non-violent: |
| Mathiak and Weber, | 2006 | 13 | Healthy young adults, male | (18–26) | VGP (15.1 ± 9.0 h/week) | Action, First Person | fMRI | Quasi-experimental | During violent scenes: |
| Weber et al., | 2006 | 13 | Healthy young adults | 23.00 (18–26) | VGP (15.1 h/week) | Action, First | fMRI | Experimental (crossover) | During virtual violence exposure: |
| Wang et al., | 2009 | 44 | Healthy adolescents | 14.8 ± 1.2 (Violent group) | – | Sports, Racing Action, First person shooter | fMRI | Experimental (randomized) | Violent vs. Non-violent (Counting Stroop task): |
| Hummer et al., | 2010 | 45 | Healthy adolescents | 14.9 ± 0.3 (Non-violent) | – | Sports, Racing Action, First Person Shooter | fMRI | Experimental (randomized) | Violent vs. Non-violent (Go/No-go): |
| Regenbogen et al., | 2010 | 22 | Healthy young adults, male | 25.9 ± 2.9 | VGP (131 h/year violent VG) | Violent VG | fMRI | Quasi-experimental (with control group) | Real vs. Non-violent content (VGP): |
| Bailey et al., | 2011 | 48 | Healthy young adults, male | 19.73 ± 1.28 (low VGP) | Low VGP (3 h/week) | “Violent” VG | EEG (ERP) | Quasi-experimental (with control group) | High vs. Low VGP: (Negative & violent) vs. (neutral and positive) stimuli: |
| Engelhardt et al., | 2011 | 70 | Healthy young adults | (18–22) | Violent VGP Non-violent VGP | Action, First Person | EEG (ERP) | Quasi-experimental (with control group) | Violent vs. Non-violent: |
| Mathiak et al., | 2011 | 13 | Healthy young adults, male | 22.7 ± 2.0 | VGP (15.1 ± 9.0 h/week) | Action, First Person Shooter | fMRI | Quasi-experimental | (Failure & success events) vs. Baseline: |
| Montag et al., | 2012 | 40 | Healthy young adults, male | 23.33 ± 4.45 | Experienced VGP in First person Shooters (18.83 ± 9.12 h/week) | Action, First Person Shooter | fMRI | Quasi-experimental (with control group) | VGP vs. Control (during negative emotional stimuli): |
| Chou et al., | 2013 | 30 | Healthy young adults | 24.67 ± 4.7 | VGP (3.1 h/week) | Action, Fighting Action, 3D platforms | SPECT | Experimental (crossover) | Post vs. Pre-training: |
| Lianekhammy and Werner-Wilson, | 2015 | 45 | Healthy adolescents | 14.3 ± 1.5 | Brain training VG group (4.8 ± 10.6 h/week) | Puzzle Action, First | EEG | Experimental (randomized) | High empathy vs. Low empathy: |
| Liu Y. et al., | 2015 | 49 | Healthy young adults | 20.76 ± 1.76 | – | Strategy | EEG (ERP) | Experimental (randomized) | Prosocial vs. Neutral VG: |
| Petras et al., | 2015 | 30 | Healthy adults | 25.96 (18–44) | 21 Non habitual VGP (< once a week) | Action, Shooter | EEG (ERP) | Experimental (randomized, factorial) | Egocentric vs. Bird-view perspective: |
| Zvyagintsev et al., | 2016 | 18 | Healthy young adults, male | 25.1 ± 2.7 | VGP (>5 h/week) | Sports, Racing (Violent) | fMRI | Experimental (crossover) | Violent vs. Non-violent (FC): |
3D, Three-dimensional; ACC, Anterior cingulate cortex; CN, Caudate nucleus; dACC, Dorsal anterior cingulate cortex; dlPFC, Dorsolateral prefrontal cortex; DMN, Default mode network; EEG, Electroencephalography; ERP, Event-related potentials; FC, Functional connectivity; FG, Fusiform gyrus; fMRI, Functional Magnetic Resonance Imaging; FPN, Frontoparietal network; IFG, Inferior frontal gyrus; MTG, Middle temporal gyrus; OFC, Orbitofrontal cortex; Pcu, Precuneus; PFC, Prefrontal cortex; PoCG, Post-central gyrus; rACC, Rostral anterior cingulate cortex; SFG, Superior frontal gyrus; SPECT, Single-photon emission computed tomography; STG, Superior temporal gyrus; VG, Video game; VGP, Video game player. Articles marked with an asterisk
discuss cognitive implications without directly assessing this dimension. Articles marked with a double asterisk
(**) did not provide either empirical cognitive data nor discuss cognitive implications. The rest of the articles (non-marked) have measured cognitive correlates with specific tasks.