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Reward-related dorsal striatal activity differences between former and current cocaine dependent individuals during an interactive competitive game.

Hyatt CJ, Assaf M, Muska CE, Rosen RI, Thomas AD, Johnson MR, Hylton JL, Andrews MM, Reynolds BA, Krystal JH, Potenza MN, Pearlson GD - PLoS ONE (2012)

Bottom Line: Cocaine addiction is characterized by impulsivity, impaired social relationships, and abnormal mesocorticolimbic reward processing, but their interrelationships relative to stages of cocaine addiction are unclear.Right caudate activity in FCD subjects also correlated negatively with impulsivity-related measures of self-reported compulsivity and sensitivity to reward.Future research should investigate the extent to which such differences might reflect underlying vulnerabilities linked to cocaine-using propensities (e.g., relapses).

View Article: PubMed Central - PubMed

Affiliation: Olin Neuropsychiatry Research Center, Institute of Living at Hartford Hospital, Hartford, Connecticut, United States of America. Chyatt@harthosp.org

ABSTRACT
Cocaine addiction is characterized by impulsivity, impaired social relationships, and abnormal mesocorticolimbic reward processing, but their interrelationships relative to stages of cocaine addiction are unclear. We assessed blood-oxygenation-level dependent (BOLD) signal in ventral and dorsal striatum during functional magnetic resonance imaging (fMRI) in current (CCD; n = 30) and former (FCD; n = 28) cocaine dependent subjects as well as healthy control (HC; n = 31) subjects while playing an interactive competitive Domino game involving risk-taking and reward/punishment processing. Out-of-scanner impulsivity-related measures were also collected. Although both FCD and CCD subjects scored significantly higher on impulsivity-related measures than did HC subjects, only FCD subjects had differences in striatal activation, specifically showing hypoactivation during their response to gains versus losses in right dorsal caudate, a brain region linked to habituation, cocaine craving and addiction maintenance. Right caudate activity in FCD subjects also correlated negatively with impulsivity-related measures of self-reported compulsivity and sensitivity to reward. These findings suggest that remitted cocaine dependence is associated with striatal dysfunction during social reward processing in a manner linked to compulsivity and reward sensitivity measures. Future research should investigate the extent to which such differences might reflect underlying vulnerabilities linked to cocaine-using propensities (e.g., relapses).

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Related in: MedlinePlus

The Domino game task. The Domino game sequence and corresponding consequences are depicted.At the beginning of each round of the game the player must decide (mentally choose) what chip he/she will play next (i.e., ‘Choose’, the decision-making interval) and move the cursor to the selected chip when instructed (‘Ready’ interval). The chip can either match the opponent’s chip (i.e., have one of the two numbers on the chip match one of those on the opponent’s chip, 6∶3 in this example; upper panel, 6∶1) or not (lower panel, 5∶2). After placing the selected chip face down next to the opponent’s chip, he/she awaits the opponent’s response (‘Go’ or ‘Anticipation of Outcome’ interval). The opponent can either challenge the player’s choice (‘show’) or not (‘no-show’). Based on the player’s choice and the opponent’s response, there are four possible consequences for each round during the ‘Response to Outcome’ interval: show match (overt gain); no-show match (relative loss, as the player could have been rewarded if challenged); show non-match (overt loss) and no-show non-match (relative gain, as the player successfully “bluffed”, that is, avoided punishment). The opponent’s chip and samples of matching and non-matching chips are highlighted (in yellow) for demonstration purposes only. In the actual scan, the game board and all chips are in color, not in grayscale as depicted in the figure. Also, all chips are the same size and color.
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pone-0034917-g001: The Domino game task. The Domino game sequence and corresponding consequences are depicted.At the beginning of each round of the game the player must decide (mentally choose) what chip he/she will play next (i.e., ‘Choose’, the decision-making interval) and move the cursor to the selected chip when instructed (‘Ready’ interval). The chip can either match the opponent’s chip (i.e., have one of the two numbers on the chip match one of those on the opponent’s chip, 6∶3 in this example; upper panel, 6∶1) or not (lower panel, 5∶2). After placing the selected chip face down next to the opponent’s chip, he/she awaits the opponent’s response (‘Go’ or ‘Anticipation of Outcome’ interval). The opponent can either challenge the player’s choice (‘show’) or not (‘no-show’). Based on the player’s choice and the opponent’s response, there are four possible consequences for each round during the ‘Response to Outcome’ interval: show match (overt gain); no-show match (relative loss, as the player could have been rewarded if challenged); show non-match (overt loss) and no-show non-match (relative gain, as the player successfully “bluffed”, that is, avoided punishment). The opponent’s chip and samples of matching and non-matching chips are highlighted (in yellow) for demonstration purposes only. In the actual scan, the game board and all chips are in color, not in grayscale as depicted in the figure. Also, all chips are the same size and color.

Mentions: The Domino task is an event-related, two-player competitive computerized game modified from Kahn et al [39] described previously [41]. Figure 1 provides a graphical overview of the Domino task.


Reward-related dorsal striatal activity differences between former and current cocaine dependent individuals during an interactive competitive game.

Hyatt CJ, Assaf M, Muska CE, Rosen RI, Thomas AD, Johnson MR, Hylton JL, Andrews MM, Reynolds BA, Krystal JH, Potenza MN, Pearlson GD - PLoS ONE (2012)

The Domino game task. The Domino game sequence and corresponding consequences are depicted.At the beginning of each round of the game the player must decide (mentally choose) what chip he/she will play next (i.e., ‘Choose’, the decision-making interval) and move the cursor to the selected chip when instructed (‘Ready’ interval). The chip can either match the opponent’s chip (i.e., have one of the two numbers on the chip match one of those on the opponent’s chip, 6∶3 in this example; upper panel, 6∶1) or not (lower panel, 5∶2). After placing the selected chip face down next to the opponent’s chip, he/she awaits the opponent’s response (‘Go’ or ‘Anticipation of Outcome’ interval). The opponent can either challenge the player’s choice (‘show’) or not (‘no-show’). Based on the player’s choice and the opponent’s response, there are four possible consequences for each round during the ‘Response to Outcome’ interval: show match (overt gain); no-show match (relative loss, as the player could have been rewarded if challenged); show non-match (overt loss) and no-show non-match (relative gain, as the player successfully “bluffed”, that is, avoided punishment). The opponent’s chip and samples of matching and non-matching chips are highlighted (in yellow) for demonstration purposes only. In the actual scan, the game board and all chips are in color, not in grayscale as depicted in the figure. Also, all chips are the same size and color.
© Copyright Policy
Related In: Results  -  Collection

Show All Figures
getmorefigures.php?uid=PMC3351439&req=5

pone-0034917-g001: The Domino game task. The Domino game sequence and corresponding consequences are depicted.At the beginning of each round of the game the player must decide (mentally choose) what chip he/she will play next (i.e., ‘Choose’, the decision-making interval) and move the cursor to the selected chip when instructed (‘Ready’ interval). The chip can either match the opponent’s chip (i.e., have one of the two numbers on the chip match one of those on the opponent’s chip, 6∶3 in this example; upper panel, 6∶1) or not (lower panel, 5∶2). After placing the selected chip face down next to the opponent’s chip, he/she awaits the opponent’s response (‘Go’ or ‘Anticipation of Outcome’ interval). The opponent can either challenge the player’s choice (‘show’) or not (‘no-show’). Based on the player’s choice and the opponent’s response, there are four possible consequences for each round during the ‘Response to Outcome’ interval: show match (overt gain); no-show match (relative loss, as the player could have been rewarded if challenged); show non-match (overt loss) and no-show non-match (relative gain, as the player successfully “bluffed”, that is, avoided punishment). The opponent’s chip and samples of matching and non-matching chips are highlighted (in yellow) for demonstration purposes only. In the actual scan, the game board and all chips are in color, not in grayscale as depicted in the figure. Also, all chips are the same size and color.
Mentions: The Domino task is an event-related, two-player competitive computerized game modified from Kahn et al [39] described previously [41]. Figure 1 provides a graphical overview of the Domino task.

Bottom Line: Cocaine addiction is characterized by impulsivity, impaired social relationships, and abnormal mesocorticolimbic reward processing, but their interrelationships relative to stages of cocaine addiction are unclear.Right caudate activity in FCD subjects also correlated negatively with impulsivity-related measures of self-reported compulsivity and sensitivity to reward.Future research should investigate the extent to which such differences might reflect underlying vulnerabilities linked to cocaine-using propensities (e.g., relapses).

View Article: PubMed Central - PubMed

Affiliation: Olin Neuropsychiatry Research Center, Institute of Living at Hartford Hospital, Hartford, Connecticut, United States of America. Chyatt@harthosp.org

ABSTRACT
Cocaine addiction is characterized by impulsivity, impaired social relationships, and abnormal mesocorticolimbic reward processing, but their interrelationships relative to stages of cocaine addiction are unclear. We assessed blood-oxygenation-level dependent (BOLD) signal in ventral and dorsal striatum during functional magnetic resonance imaging (fMRI) in current (CCD; n = 30) and former (FCD; n = 28) cocaine dependent subjects as well as healthy control (HC; n = 31) subjects while playing an interactive competitive Domino game involving risk-taking and reward/punishment processing. Out-of-scanner impulsivity-related measures were also collected. Although both FCD and CCD subjects scored significantly higher on impulsivity-related measures than did HC subjects, only FCD subjects had differences in striatal activation, specifically showing hypoactivation during their response to gains versus losses in right dorsal caudate, a brain region linked to habituation, cocaine craving and addiction maintenance. Right caudate activity in FCD subjects also correlated negatively with impulsivity-related measures of self-reported compulsivity and sensitivity to reward. These findings suggest that remitted cocaine dependence is associated with striatal dysfunction during social reward processing in a manner linked to compulsivity and reward sensitivity measures. Future research should investigate the extent to which such differences might reflect underlying vulnerabilities linked to cocaine-using propensities (e.g., relapses).

Show MeSH
Related in: MedlinePlus