| Literature DB >> 33934100 |
Bo-Mi Kim1, Jiyoon Lee1, A Ruem Choi1, Sun Ju Chung1, Minkyung Park1, Ja Wook Koo2,3, Ung Gu Kang4,5, Jung-Seok Choi6,7.
Abstract
This study investigated attentional bias toward game-related cues in Internet gaming disorder (IGD) using electrophysiological markers of late positive potential (LPP) and identifying the sources of LPP. In addition, the association between LPP and decision-making ability was investigated. The IGD (n = 40) and healthy control (HC; n = 39) participants viewed a series of game-related and neutral pictures, while their event-related potentials (ERPs) were recorded. LPPs were calculated as the mean amplitudes between 400 and 700 ms at the centro-parietal (CP3, CP1, Cpz, CP2, and CP4) and parietal (P3, P1, Pz, P2, and P4) electrode sites. The source activations of LPP were estimated using standardized low-resolution brain electromagnetic tomography (sLORETA). In addition, decision-making ability was evaluated by the Cambridge Gambling Task. Higher LPP amplitudes were found for game-related cues in the IGD group than in the HC group. sLORETA showed that the IGD group was more active in the superior and middle temporal gyri, which are involved in social perception, than in the HC group, whereas it was less active in the frontal area. Individuals with IGD have deficits in decision-making ability. In addition, in the HC group, the lower the LPP when looking at the game-related stimuli, the better the quality of decision-making, but not in the IGD group. Enhanced LPP amplitudes are associated with emotional arousal to gaming cues and decision-making deficits in IGD. In addition, source activities suggest that patients with IGD perceive game-related cues as social stimuli. LPP can be used as a neurophysiological marker of IGD.Entities:
Mesh:
Year: 2021 PMID: 33934100 PMCID: PMC8088436 DOI: 10.1038/s41398-021-01375-x
Source DB: PubMed Journal: Transl Psychiatry ISSN: 2158-3188 Impact factor: 6.222
Demographic and clinical and neurocognitive characteristics of the Internet gaming disorder and healthy control groups.
| Healthy control ( | Internet gaming disorder ( | |||
|---|---|---|---|---|
| Mean (SD) | Mean (SD) | |||
| Demographic characteristics | ||||
| Sex (male/female) | 29/10 | 36/4 | 3.31 | 0.08 |
| Age (year) | 25.13 (3.25) | 25.28 (5.56) | −0.14 | 0.089 |
| Education (year) | 14.62 (1.86) | 13.43 (1.96) | 2.77 | 0.007* |
| IQ | 117.85 (11.14) | 101.08 (11.62) | 6.55 | <0.001** |
| Young’s Internet Addiction Test | 30.21 (9.00) | 61.03 (15.98) | −10.59 | <.001** |
| Time for Internet gaming use at weekday (h/day) | 0.29 (0.72) | 5.14 (3.75) | −7.92 | <.001** |
| Time for Internet gaming use at weekend day (h/day) | 0.50 (1.17) | 7.96 (10.27) | −4.51 | <.001** |
| Smoking (nonsmoker/smoker) | 36/3 | 31/9 | 3.36 | 0.63 |
| Number of cigarettes per day for smokers | 13.33 (5.77) | 18.89 (9.28) | −0.96 | 0.36 |
| BDI | 3.56 (3.83) | 17.15 (9.98) | −8.03 | <.001** |
| BAI | 3.54 (5.07) | 15.20 (12.03) | −5.64 | <.001** |
| Cambridge Gabling Task | ||||
| Quality of decision-making | 0.96 (0.05) | 0.93 (0.07) | 2.24 | 0.028*** |
| Risk-taking | 0.49 (0.14) | 0.55 (0.14) | −1.83 | 0.071 |
| Ratings for arousal, valence and craving | ||||
| Game stimuli | ||||
| Arousala | 3.83 (1.68) | 4.12 (1.76) | −0.74 | 0.46 |
| Valenceb | 4.64 (0.78) | 5.08 (1.22) | −1.86 | 0.07 |
| Cravingc | 3.25 (1.78) | 4.00 (1.73) | −1.84 | 0.07 |
| Neutral stimuli | ||||
| Arousala | 2.58 (1.23) | 2.46 (1.30) | 0.39 | 0.70 |
| Valenceb | 5.93 (0.86) | 5.72 (0.94) | 1.03 | 0.31 |
| Cravingc | 1.69 (1.17) | 1.85 (1.05) | −0.66 | 0.51 |
BAI Beck’s Anxiety Inventory, BDI Beck’s Depression Inventory, IQ intelligence quotient.
*P < 0.05, **P < 0.01, ***P < 0.001.
aArousal: extreme calmness (0)–extreme excitement (10).
bValence: extremely negative (0)–extremely positive (10).
cCraving: no desire to play game (0)–extreme desire to play game (10).
Fig. 1Grand-averaged late positive potential (LPP) waveforms elicited by the game-related and neutral pictures.
A Grand-averaged LPP waveformselicited by the game-related pictures at the CP3 and P1 electrode sites. B Grand-averaged LPP waveforms induced by the neutral pictures at the CP3 and P2 electrode sites.
Comparison of late positive potentials (LPPs) that averaged between 400 and 700 ms post-stimulus onset across the Internet gaming disorder and healthy control groups.
| Healthy control ( | Internet gaming disorder ( | |||
|---|---|---|---|---|
| Mean (SD) | Mean (SD) | |||
| Game stimuli | ||||
| CP3 electrode site | 0.74 (1.61) | 1.42 (1.64) | 6.30 | 0.014* |
| CP1 electrode site | 0.70 (1.56) | 1.30 (1.86) | 5.17 | 0.026* |
| CPz electrode site | 0.60 (1.75) | 0.87 (2.06) | 0.06 | 0.43 |
| CP2 electrode site | 1.05 (1.78) | 0.80 (2.50) | 0.04 | 0.56 |
| CP4 electrode site | 1.82 (1.70) | 1.52 (2.19) | 0.14 | 0.71 |
| P3 electrode site | 3.15 (2.48) | 3.96 (3.03) | 4.80 | 0.03* |
| P1 electrode site | 3.03 (2.53) | 3.50 (3.02) | 3.37 | 0.07 |
| Pz electrode site | 2.66 (2.28) | 3.02 (2.89) | 2.38 | 0.13 |
| P2 electrode site | 2.96 (2.30) | 3.31 (3.28) | 2.08 | 0.15 |
| P4 electrode site | 3.85 (2.85) | 4.12 (3.46) | 2.67 | 0.11 |
| Neutral | ||||
| CP3 electrode site | 0.48 (2.13) | 0.79 (1.96) | 0.06 | 0.81 |
| CP1 electrode site | 0.66 (1.98) | 0.63 (1.96) | 1.00 | 0.32 |
| CPz electrode site | 0.52 (2.22) | 0.42 (2.16) | 1.33 | 0.25 |
| CP2 electrode site | 0.80 (2.02) | 0.67 (2.66) | 1.09 | 0.30 |
| CP4 electrode site | 1.24 (2.03) | 1.39 (2.53) | 0.39 | 0.53 |
| P3 electrode site | 2.59 (2.59) | 3.24 (2.54) | 0.94 | 0.34 |
| P1 electrode site | 2.72 (2.66) | 2.96 (2.60) | 0.10 | 0.75 |
| Pz electrode site | 1.93 (2.39) | 2.54 (2.72) | 0.00 | 0.98 |
| P2 electrode site | 2.23 (2.65) | 3.09 (3.13) | 0.27 | 0.61 |
| P4 electrode site | 3.06 (2.72) | 4.03 (3.34) | 0.26 | 0.61 |
*P < 0.05.
Fig. 2Source localization comparing the current density of the Internet gaming disorder and healthy control groups for the game-related cues in the LPP time range.
A More activation in the Internet gaming disorder group than the healthy control group and B less activation in the Internet gaming disorder group than the healthy control group. The cortical areas show significant differences at the <0.01 level (corrected for multiple comparisons). A, anterior; L, left; P, posterior; R, right. A summary of all significant regions can be found in Supplementary Table S1.
Fig. 3The scatter plot demonstrates the relationship between the quality of decision-making in the Cambridge Gambling Task and LPP elicited by game-related cue in the Internet gaming disorder group and the healthy control group.
This correlation was observed significantly only in the healthy control group.