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Altered reward processing in pathological computer gamers--ERP-results from a semi-natural gaming-design.

Duven EC, Müller KW, Beutel ME, Wölfling K - Brain Behav (2014)

Bottom Line: In the present study we investigated whether an enhanced motivational attention or tolerance effects are present in patients with Internet Gaming Disorder.The results indicated an attenuated P300 for patients with Internet Gaming Disorder in response to rewards in comparison to healthy controls, while the latency of N100 was prolonged and the amplitude of N100 was increased.Our findings support the hypothesis that tolerance effects are present in patients with Internet Gaming Disorder, when actively playing computer games.

View Article: PubMed Central - PubMed

Affiliation: Outpatient Clinic for Behavioral Addictions, Department of Psychosomatic Medicine and Psychotherapy University Medicine Mainz.

ABSTRACT

Introduction: Internet Gaming Disorder has been added as a research diagnosis in section III for the DSM-V. Previous findings from neuroscientific research indicate an enhanced motivational attention toward cues related to computer games, similar to findings in substance-related addictions. On the other hand in clinical observational studies tolerance effects are reported by patients with Internet Gaming disorder. In the present study we investigated whether an enhanced motivational attention or tolerance effects are present in patients with Internet Gaming Disorder.

Methods: A clinical sample from the Outpatient Clinic for Behavioral Addictions in Mainz, Germany was recruited, fulfilling the diagnostic criteria for Internet Gaming Disorder. In a semi-natural EEG design participants played a computer game during the recording of event-related potentials to assess reward processing.

Results: The results indicated an attenuated P300 for patients with Internet Gaming Disorder in response to rewards in comparison to healthy controls, while the latency of N100 was prolonged and the amplitude of N100 was increased.

Conclusions: Our findings support the hypothesis that tolerance effects are present in patients with Internet Gaming Disorder, when actively playing computer games. In addition, the initial orienting toward the gaming reward is suggested to consume more capacity for patients with Internet Gaming Disorder, which has been similarly reported by other studies with other methodological background in disorders of substance-related addictions.

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Related in: MedlinePlus

Scalp topography of the event of finding a reward by PGC (Pathological Computer Gamers) and CG (Casual Gamers) in the time window from 200 to 400 ms.
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fig02: Scalp topography of the event of finding a reward by PGC (Pathological Computer Gamers) and CG (Casual Gamers) in the time window from 200 to 400 ms.

Mentions: The amplitude of the N100 was qualified by a significant interaction between sagittal electrode position and group (F2 = 13.55, P < 0.001). Post-hoc analyses showed that PCG had a significantly more negative N100 amplitude in comparison to CG on the left hemisphere (F = 7.452, P = 0.011) and on midline (F1 = 14.54, P = 0.001). For N200 peak amplitude sagittal electrode position significantly interacted with group (F1 = 10.633, P < 0.001), however, there were no significant between-groups effects. A significant interaction between sagittal electrode position and group was found for the P200 (F2 = 5.036, P = 0.015). Post-hoc analyses showed that PCG had a significantly less positive P200 amplitude in comparison to CG on the left hemisphere (F1 = 4.950, P = 0.035) and on midline (F1 = 7.997, P = 0.009). For the P300 peak there was a significant interaction between sagittal electrode position and group (F2 = 5.576, P = 0.01; see Fig.1). Post-hoc analyses showed that PCG had a significantly less positive P300 amplitude in comparison to CG on the left hemisphere (F1 = 7.403, P = 0.012) and on midline (F1 = 6.738, P = 0.016; see Fig.2 and Table 3). In summary PCG showed longer latencies for the N100 and enhanced N100 and reduced P200 and P300 amplitudes especially on the left hemisphere and on central electrode sites. Significant results for N200 amplitude were based on differences within groups.


Altered reward processing in pathological computer gamers--ERP-results from a semi-natural gaming-design.

Duven EC, Müller KW, Beutel ME, Wölfling K - Brain Behav (2014)

Scalp topography of the event of finding a reward by PGC (Pathological Computer Gamers) and CG (Casual Gamers) in the time window from 200 to 400 ms.
© Copyright Policy - open-access
Related In: Results  -  Collection

License
Show All Figures
getmorefigures.php?uid=PMC4321391&req=5

fig02: Scalp topography of the event of finding a reward by PGC (Pathological Computer Gamers) and CG (Casual Gamers) in the time window from 200 to 400 ms.
Mentions: The amplitude of the N100 was qualified by a significant interaction between sagittal electrode position and group (F2 = 13.55, P < 0.001). Post-hoc analyses showed that PCG had a significantly more negative N100 amplitude in comparison to CG on the left hemisphere (F = 7.452, P = 0.011) and on midline (F1 = 14.54, P = 0.001). For N200 peak amplitude sagittal electrode position significantly interacted with group (F1 = 10.633, P < 0.001), however, there were no significant between-groups effects. A significant interaction between sagittal electrode position and group was found for the P200 (F2 = 5.036, P = 0.015). Post-hoc analyses showed that PCG had a significantly less positive P200 amplitude in comparison to CG on the left hemisphere (F1 = 4.950, P = 0.035) and on midline (F1 = 7.997, P = 0.009). For the P300 peak there was a significant interaction between sagittal electrode position and group (F2 = 5.576, P = 0.01; see Fig.1). Post-hoc analyses showed that PCG had a significantly less positive P300 amplitude in comparison to CG on the left hemisphere (F1 = 7.403, P = 0.012) and on midline (F1 = 6.738, P = 0.016; see Fig.2 and Table 3). In summary PCG showed longer latencies for the N100 and enhanced N100 and reduced P200 and P300 amplitudes especially on the left hemisphere and on central electrode sites. Significant results for N200 amplitude were based on differences within groups.

Bottom Line: In the present study we investigated whether an enhanced motivational attention or tolerance effects are present in patients with Internet Gaming Disorder.The results indicated an attenuated P300 for patients with Internet Gaming Disorder in response to rewards in comparison to healthy controls, while the latency of N100 was prolonged and the amplitude of N100 was increased.Our findings support the hypothesis that tolerance effects are present in patients with Internet Gaming Disorder, when actively playing computer games.

View Article: PubMed Central - PubMed

Affiliation: Outpatient Clinic for Behavioral Addictions, Department of Psychosomatic Medicine and Psychotherapy University Medicine Mainz.

ABSTRACT

Introduction: Internet Gaming Disorder has been added as a research diagnosis in section III for the DSM-V. Previous findings from neuroscientific research indicate an enhanced motivational attention toward cues related to computer games, similar to findings in substance-related addictions. On the other hand in clinical observational studies tolerance effects are reported by patients with Internet Gaming disorder. In the present study we investigated whether an enhanced motivational attention or tolerance effects are present in patients with Internet Gaming Disorder.

Methods: A clinical sample from the Outpatient Clinic for Behavioral Addictions in Mainz, Germany was recruited, fulfilling the diagnostic criteria for Internet Gaming Disorder. In a semi-natural EEG design participants played a computer game during the recording of event-related potentials to assess reward processing.

Results: The results indicated an attenuated P300 for patients with Internet Gaming Disorder in response to rewards in comparison to healthy controls, while the latency of N100 was prolonged and the amplitude of N100 was increased.

Conclusions: Our findings support the hypothesis that tolerance effects are present in patients with Internet Gaming Disorder, when actively playing computer games. In addition, the initial orienting toward the gaming reward is suggested to consume more capacity for patients with Internet Gaming Disorder, which has been similarly reported by other studies with other methodological background in disorders of substance-related addictions.

Show MeSH
Related in: MedlinePlus