Imbalanced sensitivities to primary and secondary rewards in internet gaming disorder

被引:24
作者
Zhou, Wei-Ran [1 ,2 ,3 ]
Wang, Min [1 ]
Dong, Hao-Hao [1 ]
Zhang, Zhaojie [1 ,2 ,3 ]
Du, Xiaoxia [4 ]
Potenza, Marc N. [5 ,6 ,7 ,8 ]
Dong, Guang-Heng [1 ,2 ,3 ]
机构
[1] Hangzhou Normal Univ, Affiliated Hosp, Ctr Cognit & Brain Disorders, Hangzhou, Zhejiang, Peoples R China
[2] Hangzhou Normal Univ, Inst Psychol Sci, Hangzhou, Peoples R China
[3] Zhejiang Key Lab Res Assessment Cognit Impairment, Hangzhou, Zhejiang, Peoples R China
[4] Shanghai Univ Sport, Sch Psychol, Shanghai, Peoples R China
[5] Yale Univ, Sch Med, Dept Psychiat, New Haven, CT USA
[6] Yale Univ, Sch Med, Ctr Child Study, New Haven, CT 06510 USA
[7] Yale Univ, Dept Neurosci, New Haven, CT USA
[8] Connecticut Council Problem Gambling, Wethersfield, CT USA
关键词
internet gaming disorder; addictive behaviors; craving; cue; internet addiction; video games; fMRI; DORSAL STRIATUM; FUNCTIONAL CONNECTIVITY; CUE-REACTIVITY; PRECUNEUS; CAUDATE; BRAIN; ACTIVATION; DOPAMINE; NICOTINE; INSIGHTS;
D O I
10.1556/2006.2021.00072
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
Background: Internet gaming disorder (IGD) is a type of behavioral addiction characterized by poorly controlled and interfering patterns of game playing. Studies have suggested that the IGD is usually accompanied by increased desire or craving for gaming, suggesting that secondary rewards related to gaming may become more salient than those for primary rewards like food. However, this hypothesis has not been formally tested and potential neural mechanisms remain unclear. Methods: This is a functional magnetic resonance imaging (fMRI) study. Twenty-one IGD subjects and 23 matched individuals with recreational game use (RGU) were scanned when exposed to gaming (secondary rewards), food (primary rewards) and neutral cues. Group-by-cue-type interaction analyses and subsequent within-group analyses for fMRI data were performed and seed-based functional connecresponses to gaming cues were higher than to food cues, while the opposite was observed in RGU subjects. Group-by-cue interaction effects implicated the precuneus and precuneus-caudate FC. Simple effect analysis showed that for IGD subjects, gaming-related cues elicited higher FC in precuneuscaudate relationships than did food-related cues. In the RGU subjects, the opposite was observed. Significant correlations were found between brain features and craving scores. Conclusions: These results support the hypothesis regarding imbalances in sensitivities to different types of reward in IGD, and suggest neural mechanisms by which craving for gaming may make secondary rewards more salient than primary ones, thus promoting participation in addictive patterns of gaming.
引用
收藏
页码:990 / 1004
页数:15
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