Zhang Zhengjie, Wang Min, Meng Guangteng, Qi Yanyan, Wang Lingxiao, Dong Guang-Heng
1Centre for Cognition and Brain disorders / Department of Neurology, The Affiliated Hospital of Hangzhou Normal University, Hangzhou, Zhejiang Province, China.
2Institute of Psychological Science, Hangzhou Normal University, Hangzhou, Zhejiang Province, China.
J Behav Addict. 2025 May 13;14(2):776-792. doi: 10.1556/2006.2025.00036. Print 2025 Jul 2.
Based on the Interaction of Person-Affect-Cognition-Execution (I-PACE) model, this study aimed to identify dynamic reconfiguration of the basal ganglia network (BGN), limbic network (LN) and frontal-parietal network (FPN) in individuals with internet gaming disorder (IGD) during a real gaming situation. This approach overcomes the indirectness of experimental task situations in previous studies, providing direct evidence for the underlying neural basis of IGD.
Thirty gamers with IGD and 37 gamers with recreational game use (RGU) were scanned during online gaming and immediate deprivation. Two coefficients (recruitment and integration) were calculated using community structure, an emerging method, to represent individual functional segregation and integration of brain networks over time, respectively.
The IGD group showed greater recruitment of BGN and LN after deprivation of gaming, and greater integration between the inferior frontal gyrus in the FPN and BGN and between the dorsolateral prefrontal cortex in the FPN and LN during deprivation. In contrast, the RGU group exhibited lower recruitment of BGN during deprivation than during gaming, stable recruitment of LN and stable integration between nodes in the FPN and BGN.
Gamers with RGU always maintain stable cognitive control and emotional regulation and could drop cravings/anticipation for continuing gaming after being interrupted gaming. However, gamers with IGD have stronger craving/anticipation and emotional responses after being interrupted gaming and insufficient control over cravings/anticipation and emotions. These findings help directly explain why gamers with IGD are addicted to gaming, despite having similar gaming experiences to those of gamers with RGU.
基于人-情感-认知-执行交互(I-PACE)模型,本研究旨在确定网络游戏障碍(IGD)个体在真实游戏情境中基底神经节网络(BGN)、边缘网络(LN)和额顶网络(FPN)的动态重构。这种方法克服了以往研究中实验任务情境的间接性,为IGD潜在的神经基础提供了直接证据。
在在线游戏和立即停止游戏期间,对30名患有IGD的游戏玩家和37名进行娱乐性游戏的玩家(RGU)进行扫描。使用一种新兴方法——社区结构计算两个系数(招募和整合),分别代表大脑网络随时间的个体功能分离和整合。
IGD组在停止游戏后BGN和LN的招募增加,在停止游戏期间FPN中的额下回与BGN之间以及FPN中的背外侧前额叶皮层与LN之间的整合增加。相比之下,RGU组在停止游戏期间BGN的招募低于游戏期间,LN的招募稳定,FPN和BGN中节点之间的整合稳定。
进行娱乐性游戏的玩家总能保持稳定的认知控制和情绪调节,在游戏被中断后能够减少对继续游戏的渴望/预期。然而,患有IGD的玩家在游戏被中断后有更强烈的渴望/预期和情绪反应,并且对渴望/预期和情绪的控制不足。这些发现有助于直接解释为什么患有IGD的玩家尽管与进行娱乐性游戏的玩家有相似的游戏经历,但仍沉迷于游戏。