Information Systems and Decision Sciences, California State University, Fullerton, California, USA.
Brain and Creativity Institute, University of Southern California, Los Angeles, California, USA.
Addict Biol. 2021 Mar;26(2):e12894. doi: 10.1111/adb.12894. Epub 2020 Mar 8.
Internet gaming disorder (IGD) is a concerning issue that requires further research. Here, we seek to examine its neural etiology with an emphasis on the role of the insula. To do so, we relied on the tripartite neurocognitive model of addictive behaviors as applied to IGD. We hypothesized that (a) video game cues will elicit stronger reward system activation and weaker prefrontal activation in gamers vs controls, (b) the IGD scores of gamers will be positively associated with activation of the reward system and negatively with activation of prefrontal regions, (c) deprivation from video gaming will result in increased activation of the insula, when gamers are exposed to video game cues vs to neutral cues, and (d) in deprivation conditions, there will be positive and negative coupling, respectively, between activation of the insula and the reward and prefrontal regions in gamers. We tested these hypotheses with a design with one between-subjects factor (gamers vs controls) and two within-subjects factors: stimuli (gaming vs neutral; for all participants) and session (deprivation vs satiety; only for gamers). Findings based on functional magnetic resonance imaging (fMRI; applied to all 52 subjects, 26 gamers, and 26 controls) and psychophysiological interaction (PPI; applied to the 26 gamers) engaged in a video reactivity task supported our assertions. The IGD score positively correlated with activity in the right ventral striatum and negatively with activity in the right dorsolateral prefrontal cortex (DLPFC). Left insular cortex activity was the highest when observing video gaming cues under deprivation. Lastly, there was an increased coupling between the left insula and left ventral striatum and a decreased coupling with left DLPFC when observing video gaming cues compared with when watching control videos in the deprivation condition.
网络成瘾障碍(IGD)是一个需要进一步研究的问题。在这里,我们试图从关注岛叶的角度来研究其神经病因。为此,我们依赖于成瘾行为的三分神经认知模型来研究 IGD。我们假设:(a)与对照组相比,视频游戏线索会引起玩家更强的奖励系统激活和更弱的前额叶激活;(b)玩家的 IGD 评分将与奖励系统的激活呈正相关,与前额叶区域的激活呈负相关;(c)当玩家接触视频游戏线索而非中性线索时,与视频游戏剥夺相关的会导致岛叶的激活增加;(d)在剥夺条件下,玩家的岛叶与奖励和前额叶区域之间将分别存在正相关和负相关耦合。我们通过具有一个组间因素(玩家与对照组)和两个组内因素的设计来检验这些假设:刺激(游戏与中性;适用于所有 52 名参与者,26 名玩家和 26 名对照组)和阶段(剥夺与饱腹感;仅适用于玩家)。基于功能磁共振成像(fMRI;适用于所有 52 名受试者、26 名玩家和 26 名对照组)和心理生理相互作用(PPI;适用于 26 名玩家)的发现支持了我们的观点。IGD 评分与右侧腹侧纹状体的活动呈正相关,与右侧背外侧前额叶皮层(DLPFC)的活动呈负相关。当观察剥夺条件下的视频游戏线索时,左侧岛叶的活动最高。最后,与观察控制视频相比,当观察剥夺条件下的视频游戏线索时,左侧岛叶与左侧腹侧纹状体之间的耦合增加,与左侧 DLPFC 之间的耦合减少。