| Literature DB >> 33570505 |
Lingxiao Wang1,2,3,4, Guochun Yang5,6, Ya Zheng7, Zhenghan Li5,6, Yue Qi8,9, Qi Li1,5,6, Xun Liu5,6.
Abstract
BACKGROUND AND AIMS: Internet gaming disorder (IGD) has become a global health problem. The self-regulation model noted that a shift to reward system, whether due to overwhelming reward-seeking or impaired control, can lead to self-regulation failures, e.g., addiction. The present study focused on the reward processing of IGD, aiming to provide insights into the etiology of IGD. Reward processing includes three phases: reward anticipation, outcome monitoring and choice evaluation. However, it is not clear which phases of reward processing are different between individuals with IGD and healthy controls (HC).Entities:
Keywords: Internet gaming disorder; fMRI; reward processing
Mesh:
Year: 2021 PMID: 33570505 PMCID: PMC8969865 DOI: 10.1556/2006.2021.00003
Source DB: PubMed Journal: J Behav Addict ISSN: 2062-5871 Impact factor: 6.756
Demographic and behavioral characteristics of the two groups
| IGD ( | HC ( |
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| Age (years) | 22.52 ± 2.33 | 23.23 ± 2.37 | −1.10 | 0.275 |
| Education (years) | 15.81 ± 1.92 | 16.35 ± 2.65 | −0.84 | 0.406 |
| Years playing online games | 7.20 ± 4.01 | 0.53 ± 0.85 | 8.44 | <0.001 |
| Gaming playing per week (hours) | 25.70 ± 7.96 | 0.33 ± 0.83 | 16.47 | <0.001 |
| IAT scores | 70.15 ± 8.53 | 22.31 ± 4.09 | 26.18 | <0.001 |
| DSM-V scores for IGD | 6.48 ± 1.91 | 0.23 ± 0.65 | 16.07 | <0.001 |
| BAS/BIS BAS total | 42.04 ± 4.12 | 40.12 ± 4.74 | 1.58 | 0.121 |
| BAS/BIS drive | 12.44 ± 1.74 | 12.38 ± 2.08 | 0.11 | 0.910 |
| BAS/BIS fun seeking | 15.85 ± 2.28 | 14.15 ± 2.56 | 2.55 | 0.014* |
| BAS/BIS reward responsiveness | 13.74 ± 1.70 | 13.58 ± 1.70 | 0.35 | 0.727 |
| BAS/BIS BIS | 16.52 ± 2.24 | 16.58 ± 1.84 | −0.10 | 0.918 |
| SSS total | 17.67 ± 6.64 | 16.00 ± 7.32 | 0.87 | 0.389 |
| SSS disinhibition | 3.93 ± 2.15 | 3.88 ± 2.14 | 0.07 | 0.944 |
| SSS experience seeking | 4.48 ± 2.08 | 3.81 ± 2.19 | 1.15 | 0.256 |
| SSS boredom susceptibility | 3.11 ± 1.74 | 2.50 ± 1.90 | 1.22 | 0.228 |
| SSS thrill and adventure seeking | 6.15 ± 2.66 | 5.81 ± 2.79 | 0.46 | 0.651 |
Table values: mean ± standard deviation.
Abbreviations: IGD = Internet gaming disorder; HC = healthy controls; IAT = Internet addiction test; DSM-V = The fifth version of Diagnostic and Statistical Manual of Mental Disorders; BAS/BIS = Behavioral Activation System/Behavioral Inhibition System; SSS = Sensation Seeking Scale. * P < 0.05.
Fig. 1.Timeline of the roulette task. This task contains three phases of reward processing: reward anticipation/decision in the first slide and outcome monitoring and choice evaluation in the second slide. As shown on the first slide, participants were instructed to decide between a safe wheel and a risky wheel to indicate whether to bet the amount of chips showed on the safe wheel. As shown on the second slide, participants were presented with the outcomes of both their chosen and unchosen wheels in the decision phase. This figure shows the four cases in terms of participants' choices and outcomes. The winning condition (cases 1 and 3) and losing condition (cases 2 and 4) constituted the outcome monitoring phase. The right condition (cases 2 and 3) and wrong condition (cases 1 and 4) constituted the choice evaluation phase. The winning chips would continue to be taken as the next wager if participants chose to bet and won. The wager would start again with 3 chips once participants chose to bank or chose to bet and lost in the previous trial. The winning probability of the risky wheel varied randomly among 25%, 50% and 75%. Additionally, the locations of the two wheels were randomly alternated between the left and right.
Fig. 2.Behavioral results of the two groups (IGD and HC) in the roulette task. A: The IGD group made significantly more risky choices (bet) than the HC group. B: The mean decision time was similar between the IGD and HC groups. C and D: The IGD group tended to experience more winning streaks and to choose more risky wheels after winning streaks than the HC group; however, statistical significance of this difference was not reached. E: The IGD group made significantly more risky choices than the HC group. F: The IGD and HC groups made similar ratio of bet versus bank, no matter after a right or wrong choice. Abbreviations: IGD = Internet gaming disorder; HC = healthy controls. * P < 0.05, *** P < 0.001
GEE models of risk-taking choice predictors in the roulette task
| 95% CI | ||||||
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| Lower | Upper |
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| Model 1 | ||||||
| Trial number | 0.727 | −0.001 | 0.002 | −0.004 | 0.002 | 0.394 |
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| Model 2 | ||||||
| Trial number | 0.825 | −0.001 | 0.002 | −0.004 | 0.002 | 0.364 |
| Risk | 0.118 | 0.000 | 0.001 | −0.002 | 0.001 | 0.731 |
| IGDa | 8.687 | 0.602 | 0.204 | 0.202 | 1.003 | 0.003 |
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a Parameter estimates of IGD were computed relative to HC, the parameter for which was therefore redundant. Abbreviations: IGD = Internet gaming disorder; HC = healthy controls.
Table notes: all models included groups (IGD vs. HC, categorical), risk value (continuous), and trial number (continuous) as predictors. Values in bold present main effects of risk and IGD and the interaction.
Fig. 3.Brain regions showing significant activation in the two groups (IGD and HC) in the roulette task. Clusters in red indicate the regions activated in the IGD group. Clusters in blue indicate the regions activated in the HC group. Clusters in yellow indicate the regions activated in both groups. Statistical images were corrected using cluster-forming correction determined by Z>2.58 and a corrected cluster significance threshold of P < 0.05, i.e., the threshold of significance for the original Z was 2.58, and the threshold of significance for the cluster was 0.05. IGD = Internet gaming disorder; HC = healthy controls
Fig. 4.Brain regions showing significant group differences (IGD vs. HC) in the roulette task. Statistical images were corrected using cluster-forming correction determined by Z > 2.58 and a corrected cluster significance threshold of P < 0.05. The IGD group showed enhanced brain activities in the R-NAcc in reward anticipation (A) and the R-NAcc and l-caudate in outcome monitoring (B) compared with the HC group. Abbreviations: IGD=Internet gaming disorder; HC=healthy controls; L = left; R = right; IAT = Internet addiction test; NAcc = nucleus accumbens
Brain regions showing significant group differences (IGD vs. HC) in the roulette task
| Region |
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| Cluster Size | Max | |
| Reward anticipation: IGD > HC | ||||||
| Nucleus accumbens (R) | 0 | 0 | −2 | 331 | 4.11 | 0.025* |
| Outcome monitoring: IGD > HC | ||||||
| Nucleus accumbens (R) | 10 | 20 | −8 | 414 | 3.97 | 0.004* |
| Caudate (L) | −8 | 4 | −6 | 287 | 3.62 | 0.029* |
Table notes: we listed the significant clusters of increased (IGD > HC) activation in different phases. Statistical images were corrected using cluster-forming correction determined by Z > 2.58 and a corrected cluster significance threshold of P < 0.05. Furthermore, the P values of clusters were corrected using FDR correction for multiple comparison between clusters. * indicates clusters that pass the FDR correction. Shown are the coordinates of the local maxima in MNI space, the size of the clusters, the Brodmann Area, the maximal Z value and the P value of each cluster. Coordinates represent the local maxima in the corresponding contrast. Abbreviations: IGD = Internet gaming disorder; HC = healthy controls; L = left; R = right.
Fig. 5.Regions of interest. For the group comparison images of reward anticipation (A) and outcome monitoring (B), clusters that passed the threshold of voxel-level uncorrected Z > 2.58 were defined as regions of interest. Abbreviations: L, left; R, right
Group differences (IGD vs. HC) in regions of interest
| Regions of interest | Cluster size | IGD ( | HC ( |
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| Reward anticipation phase | |||||
| Nucleus accumbens (R) | 331 | 17.05 ± 12.69 | 2.80 ± 8.33 | 4.81 | 0.000* |
| Middle occipital gyrus (L) | 248 | 11.19 ± 14.86 | −5.47 ± 22.41 | 3.20 | 0.002 |
| Precuneus (L) | 148 | 21.25 ± 29.17 | −1.22 ± 22.79 | 3.12 | 0.003 |
| Middle temporal gyrus (L) | 119 | 7.99 ± 11.64 | −0.81 ± 8.60 | 3.12 | 0.003 |
| Outcome monitoring phase | |||||
| Nucleus accumbens (R) | 414 | 14.94 ± 11.81 | −1.99 ± 13.29 | 4.91 | 0.000* |
| Caudate (L) | 287 | 18.44 ± 16.87 | 0.22 ± 14.67 | 4.19 | 0.000* |
| Middle frontal gyrus (L) | 239 | 18.26 ± 37.15 | −1.00 ± 19.22 | 2.36 | 0.022 |
| Middle temporal gyrus (R) | 200 | 13.24 ± 30.47 | −1.63 ± 21.69 | 2.04 | 0.047 |
Table notes: we listed the clusters that passed the uncorrected threshold at the voxel level Z > 2.58 in the reward anticipation outcome monitoring phases. * indicates clusters that passed the Bonferroni correction for multiple comparison. Abbreviations: IGD = Internet gaming disorder; HC = healthy controls; L = left; R = right.