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网络游戏障碍量表高分者在实际实时网络游戏过程中的前额叶皮层激活:一项使用功能性近红外光谱技术的初步研究

Prefrontal cortical activation in Internet Gaming Disorder Scale high scorers during actual real-time internet gaming: A preliminary study using fNIRS.

作者信息

Cho Tae Hun, Nah Yoonjin, Park Soo Hyun, Han Sanghoon

机构信息

Department of Psychology, Yonsei University, Seoul, Korea.

出版信息

J Behav Addict. 2022 Apr 7;11(2):492-505. doi: 10.1556/2006.2022.00017.

Abstract

BACKGROUND

Observation of real-time neural characteristics during gameplay would provide distinct evidence for discriminating the currently controversial diagnosis of internet gaming disorder (IGD), and elucidate neural mechanisms that may be involved in addiction. We aimed to provide preliminary findings on possible neural features of IGD during real-time internet gaming using functional near-infrared spectroscopy (fNIRS).

METHODS

Prefrontal cortical activations accompanying positive and negative in-game events were investigated. Positive events: (1) participant's champion slays or assists in slaying an opponent without being slain. (2) the opposing team's nexus is destroyed. Negative events: (1) participant's champion is slain without slaying or assisting in slaying any opponent. (2) the team's nexus is destroyed. Collected data were compared between the IGD group and control group, each with 15 participants.

RESULTS

The IGD group scored significantly higher than the CTRL group on the craving scale. Following positive events, the IGD group displayed significantly stronger activation in the DLPFC. Following negative events, the IGD group displayed significantly weaker activation in the lateral OFC.

DISCUSSION AND CONCLUSIONS

Individuals scoring high on the IGD scale may crave for more internet gaming after encountering desired events during the game. Such observations are supported by the correlation between the craving scale and DLPFC activation. The IGD group may also show diminished punishment sensitivity to negative in-game experiences rendering them to continue playing the game. The present study provides preliminary evidence that IGD may demonstrate neural characteristics observed in other addictive disorders and suggests the use of fNIRS in behavioral addiction studies.

摘要

背景

在游戏过程中观察实时神经特征将为鉴别当前存在争议的网络游戏障碍(IGD)诊断提供独特证据,并阐明可能与成瘾有关的神经机制。我们旨在利用功能近红外光谱技术(fNIRS),就实时网络游戏期间IGD可能的神经特征提供初步研究结果。

方法

研究了游戏中正负事件伴随的前额叶皮层激活情况。积极事件:(1)参与者的英雄击杀或协助击杀对手且未被击杀。(2)对方队伍的基地被摧毁。消极事件:(1)参与者的英雄被击杀且未击杀或协助击杀任何对手。(2)己方队伍的基地被摧毁。对IGD组和对照组各15名参与者收集的数据进行了比较。

结果

IGD组在渴望量表上的得分显著高于对照组。在积极事件之后,IGD组在背外侧前额叶皮层(DLPFC)表现出显著更强的激活。在消极事件之后,IGD组在外侧眶额皮层(OFC)表现出显著更弱的激活。

讨论与结论

在IGD量表上得分高的个体在游戏中遇到期望事件后可能渴望更多地玩网络游戏。渴望量表与DLPFC激活之间的相关性支持了此类观察结果。IGD组对游戏中的负面体验可能也表现出惩罚敏感性降低,从而促使他们继续玩游戏。本研究提供了初步证据,表明IGD可能表现出在其他成瘾性障碍中观察到的神经特征,并建议在行为成瘾研究中使用fNIRS。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1cff/9295239/dc52f30a60b7/jba-11-492-g001.jpg

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