Department of Psychiatry, The Affiliated Hospital of Southwest Medical University, 25 Taiping Street, Jiang Yang District, 646000 Luzhou, China.
School of Clinical Medicine, Southwest Medical University, 319, Section 3, Zhongshan Road, Jiangyang District 646000, Luzhou, China.
Cereb Cortex. 2024 Nov 5;34(11). doi: 10.1093/cercor/bhae436.
Altered reward processing has been repeatedly reported in Internet gaming disorder (IGD). However, it remains unclear whether these changes are linked to the severity of addictive symptoms or the extent of gaming experience. This study examined the neurophysiological responses regarding reward anticipation and consummation in individuals at different levels of gaming (including 22 casual gamers, 31 regular gamers, and 27 individuals with IGD) through a monetary incentive delay task. Three event-related potential components during reward anticipation-cue-related P300 (Cue-P3), contingent negative variation, and stimulus-preceding negativity (SPN)-and two during reward consummation-feedback-related negativity and feedback-related P300 (FB-P3)-were measured. We found that IGD individuals exhibited greater Cue-P3 but lower SPN amplitude compared to casual gamers, while regular gamers fell between the two without significant differences. Regressions indicated that more extensive gaming experience, rather than the severity of the symptoms, primarily contributed to the increased Cue-P3 in IGD. No group differences were found during reward consummation. Our results highlight disrupted reward anticipation processing in IGD, characterized by increased attention bias toward reward cues (Cue-P3) but diminished cognitive resources for reward anticipation (SPN) and emphasize the role of gaming experience in increased attention bias in IGD.
奖励加工的改变在网络成瘾障碍(IGD)中被反复报道。然而,这些变化是否与成瘾症状的严重程度或游戏经验的程度有关仍不清楚。本研究通过货币奖励延迟任务,检查了不同游戏水平(包括 22 名休闲玩家、31 名普通玩家和 27 名 IGD 患者)个体的奖励预期和消费的神经生理反应。在奖励预期的三个事件相关电位成分中——线索相关 P300(Cue-P3)、条件负变和刺激前负性(SPN)——以及在奖励消费的两个成分中——反馈相关负波和反馈相关 P300(FB-P3)——进行了测量。我们发现,与休闲玩家相比,IGD 患者的 Cue-P3 振幅更大,而 SPN 振幅更低,而普通玩家则处于两者之间,没有显著差异。回归分析表明,更广泛的游戏经验,而不是症状的严重程度,主要导致 IGD 患者的 Cue-P3 增加。在奖励消费期间,没有发现组间差异。我们的结果强调了 IGD 中奖励预期处理的破坏,表现为对奖励线索的注意力偏向增加(Cue-P3),但对奖励预期的认知资源减少(SPN),并强调了游戏经验在 IGD 中增加注意力偏向的作用。