Article
To read the full-text of this research, you can request a copy directly from the authors.

Abstract

Little is known about the underlying neural processes of playing computer/video games, despite the high prevalence of its gaming behavior, especially in males. In a functional magnetic resonance imaging study contrasting a space-infringement game with a control task, males showed greater activation and functional connectivity compared to females in the mesocorticolimbic system. These findings may be attributable to higher motivational states in males, as well as gender differences in reward prediction, learning reward values and cognitive state during computer video games. These gender differences may help explain why males are more attracted to, and more likely to become "hooked" on video games than females.

No full-text available

Request Full-text Paper PDF

To read the full-text of this research,
you can request a copy directly from the authors.

... However, they have limitations mainly related to the subjects that were studied, because they were almost all males or, even when both sexes were considered, the analyses usually did not consider sex [71][72][73]. The studies that have evaluated males and females separately, taking into account a possible sexual dimorphism in the different brain areas of interest in IGD, are very few [74][75][76]. Neuroimaging studies performed in both sexes showed that changes in resting-state activity were associated with IGD in brain regions responsible for attention and control, decision-making, and sensory-motor coordination (e.g., prefrontal cortex, PFC) [77], parietal cortex, posterior cingulate cortex (PCC), and cortical-ventral striatum circuitry [78,79] (reported in Table 2). ...
... In these subjects, the right PCC has a lower regional homogeneity compared to RGU: this is linked to the decline of regional synchronization in the PCC during the resting-state and it is negatively correlated with the Internet Addiction Test (IAT) score. Interestingly, Hoeft et al. [74] have previously reported that, in healthy subjects, males show greater activation and functional connectivity in the limbic system during play than females: this could be associated with a weakened function of risk assessment of internet gaming or with a compensatory mechanism of the weakened risk assessment function. The decrease in PCC's regional homogeneity itself, which is higher in males [75], may be involved in the immersion of the internet gaming, meaning that males with IGD are more likely to be immersed [95], and may be linked to gaming motivation: stronger participation motivation is highlighted in the questionnaire on motivation in males with IGD compared to females, whereas females show higher entertainment motivation [75]. ...
... Therefore, motivation seems to be a key factor to consider in improving the studying of sex-related differences in IGD. Moreover, the male mesocorticolimbic system is more activated during game playing in males, which displays a higher motivational state [74]. Instead, as hypothesized by Wang and colleagues, females seem to be more vulnerable to IGD than males [89]. ...
Article
Full-text available
Internet gaming disorder (IGD) has been included in the 2013 Diagnostic and Statistical Manual of Mental Disorders (DSM-5) as a condition in need of further study, and gaming disorder was recognized by the World Health Organization as a mental disorder in the International Classification of Disease (ICD-11) of 2018. IGD has different characteristics in the two sexes and is more prevalent in males than females. However, even if the female gamer population is constantly growing, the majority of available studies analyzed only males, or the data were not analyzed by sex. To better elucidate sex differences in IGD, we selectively reviewed research publications that evaluated IGD separately for males and females collected in approximately one hundred publications over the past 20 years. The available data in this narrative review indicate that IGD is strongly dimorphic by sex for both its psychological features and the involvement of different brain areas. Impulsivity, low self-control, anxiety, emotion dysregulation, and depression are some of the psychological features associated with IGD that show a sex dimorphism. At the same time, IGD and its psychological alterations are strongly correlated to dimorphic functional characteristics in relevant brain areas, as evidenced by fMRI. More research is needed to better understand sex differences in IGD. Animal models could help to elucidate the neurological basis of this disorder.
... This indicates that the novelty of VR may not be a factor for our study findings. However, there may be neurobiological factors influencing the results; according to a groundbreaking functional magnetic resonance imaging study (Hoeft et al., 2008), male participants playing video games demonstrated greater activation and connectivity in their mesocorticolimbic reward system. In turn, males experience a larger rush of dopamine, a neurotransmitter that creates a sense of pleasure and satisfaction, driving individuals to seek more stimulations (Hoeft et al., 2008;Koepp et al., 1998;Sun et al., 2018;Zastrow, 2017). ...
... However, there may be neurobiological factors influencing the results; according to a groundbreaking functional magnetic resonance imaging study (Hoeft et al., 2008), male participants playing video games demonstrated greater activation and connectivity in their mesocorticolimbic reward system. In turn, males experience a larger rush of dopamine, a neurotransmitter that creates a sense of pleasure and satisfaction, driving individuals to seek more stimulations (Hoeft et al., 2008;Koepp et al., 1998;Sun et al., 2018;Zastrow, 2017). Furthermore, males have been found to be more likely to own VR HMDs (Kellyet al., 2021), outperform females on spatial tasks (Coluccia & Louse, 2004;Kellyet al., 2021;Yuan et al., 2019), and spend more time playing video games (Hartmann & Klimmt, 2006;Kellyet al., 2021;Leonhardt and Overå, 2021). ...
Article
Full-text available
This research study investigated the use of cinematic virtual reality (CVR) in a seventh-grade social studies classroom and its effects on adolescents' empathic responses. In this quantitative research study, participants (n ¼ 60) completed the Adolescent Measure of Empathy and Sympathy (AMES, Vossen et al., 2015) as a pretest a week before viewing The Displaced, a film about the lives of three refugee children, in either CVR or two-dimensional (2D), 360-degree format. Promptly after viewing the film, participants repeated the AMES as a posttest. Paired t-tests were conducted to explore the changes in mean scores for the AMES subscale scores between participants viewing the film in CVR and 2D formats as well as the changes in mean subscales between male and female participants viewing the film in CVR. Gain scores were also calculated and analyzed through a two-way MANOVA to examine the possible interaction effect between film format and gender on AMES subscale scores. The results of this study indicated that while the 2D, 360-degree film format affected adolescent students' affective empathy, there was a greater increase in both cognitive and affective empathy scores for those viewing the film in CVR with male adolescent students' scores demonstrating the most remarkable increase.
... Furthermore, many of these studies collected their data online, and a significant number of studies examined various aspects of video game addiction using non-self-report methodologies. These include studies using polysomnographic measures and visual and verbal memory tests (Dworak, Schierl, Bruns, & Struder, 2007); medical examinations including the patient's history, and physical, radiologic, intraoperative, and pathologic findings (Cultrara & Har-El, 2002); functional magnetic resonance imaging (fMRI; Han, Hwang, & Renshaw, 2010;Hoeft, Watson, Kesler, Bettinger, & Reiss, 2008;Ko et al., 2009); electroencephalography (Thalemann, Wölfling, & Grüsser, 2007); and genotyping (Han et al., 2007). Given the methodological shortcomings of the studies published prior to 2000 and the fact that gaming has evolved substantially over the past decade, the remainder of this chapter will mainly focus on studies published in the past decade or so (i.e., post-2000 papers) with the exception of those concerning the health and medical consequences of excessive video game play. ...
... Through use of fMRI, biological research has shown that gaming addicts show similar neural processes and increased activity in brain areas associated with substance-related addictions and other behavioral addictions, such as pathological gambling (significant activation in the left occipital lobe, parahippocampal gyrus, dorsolateral prefrontal cortex, nucleus accumbens, right orbitofrontal cortex, bilateral anterior cingulate, medial frontal cortex, and the caudate nucleus (Han et al., 2010;Hoeft et al., 2008;Ko et al., 2009). It has also been reported that gaming addicts (like substance addicts) have a higher prevalence of two specific polymorphisms of the dopaminergic system (i.e., Taq1A1 allele of the dopamine D 2 receptor and the Val158Met in the catecholamine-o-methyltransferase receptor) (Han et al., 2007). ...
Chapter
The past decade has witnessed a significant increase in the number of empirical studies examining various aspects of problematic video game play, video game addiction, and, more recently, gaming disorder. This chapter begins with a brief past history of how research into video game addiction has developed during the past four decades in the 1980s (arcade video game addiction), 1990s (home console video game addiction), and 2000s and beyond (online video game addiction). The chapter also overviews the features of gaming addiction, its prevalence rates, demographics and gaming addiction, negative consequences of excessive video game use, Internet gaming disorder and the DSM-5, and treatment of gaming addiction. Based on the published evidence, particularly from studies conducted in the past decade, it appears that, in extreme cases, excessive gaming can have potentially damaging effects on individuals who appear to display compulsive and/or addictive behavior similar to other more traditional addictions. However, the field has been hindered by the use of inconsistent and nonstandardized criteria to assess and identify problematic and/or addictive video game use.
... Additionally, male gamers are driven by the desire to obtain in-game rewards and the desire to manipulate and learn about the game world and elements, whereas female players are more likely to be driven by the desire to initiate and maintain social contacts (King et al., 2010b). Similarity, Hoeft et al. (2008) postulated that videogames are more rewarding for male gamers than female gamers. Taken together, it can be assumed that male gamers with low inhibition and adjournment may have more difficulty in blocking the game behavior associated with a large gratification then female games, for whom the game is less rewarding. ...
... Additionally, the negative relationships between dimensions of self-control and these problematic behaviors were different for male and female gamers. These differences may be related to the fact that videogames are more rewarding for male gamers than female gamers (Hoeft et al., 2008). Additionally, the findings showed that dimensions of self-control were also associated with time spent on Facebook and gaming. ...
Article
Full-text available
The development of new technology has contributed to changes in everyday functioning. How-ever, one possible negative aspect of new technologies is their problematic, uncontrolled use. Dysfunctional self-control is a critical aspect of problematic behavior. Consequently, the present research investigated the relationship between problematic video gaming (PVG), problematic Face-book use (PFU), and self-control dimensions among female and male gamers. The study comprised 830 videogame players (350 female gamers) aged from 15 to 31 years. PFU was assessed using the Facebook Intrusion Scale, and PVG was assessed using the Problem Video Game Playing Question-naire. Self-control dimensions were assessed using the 50-item Nowy Arkusz Samowiedzy (Self-Knowledge New Sheet; NAS-50). Findings showed that lower goal maintenance was associated with higher PFU, whereas lower initiative and persistence was associated with higher PVG among both groups. Additionally, there was a negative association between inhibition and adjournment and problematic behaviors among male gamers. In contrast, PFU was associated inhibition and ad-journment among female gamers. The findings demonstrate the difference between both genders in the relationship between PVG and self-control. These findings enable a better understanding of the relationship between problematic behaviors and self-control among gamers and the differ-ences between female and male gamers.
... This suggested that gender, addiction susceptibility and other factors may contribute to the greater susceptibility of males to addiction, which may similarly contribute to the higher prevalence of males than females with GD. In addition, brain imaging studies have shown that the males and females respond differently to gaming cues [60], with more activation in areas such as the striatum and orbitofrontal cortex in males, which may be the brain mechanism for the aforementioned gender differences [61]. ...
Article
Full-text available
Background Nowadays, moderate gaming behaviors can be a pleasant and relaxing experiences among adolescents. However, excessive gaming behavior may lead to gaming disorder (GD) that disruption of normal daily life. Understanding the possible risk factors of this emerging problem would help to suggest effective at preventing and intervening. This study aimed to investigate the prevalence of GD and analyze its possible risk factors that adolescents with GD. Methods Data were collected between October 2020 and January 2021. In total, a sample of 7901 students (4080 (52%) boys, 3742 (48%) girls; aged 12–18 years) completed questionnaires regarding the Gaming-Related Behaviors Survey, Gaming Disorder Symptom Questionnaire-21 (GDSQ-21); Behavioral Inhibition System and Behavioral Activation System Scale (BIS/BAS Scale); Emotion Regulation Questionnaire (ERQ); Short-form Egna Minnenav Barndoms Uppfostran for Chinese (s-EMBU-C); and Adolescent Self-Rating Life Events Checklist (ASLEC). Results The prevalence of GD was 2.27% in this adolescent sample. The GD gamers were a little bit older (i.e., a higher proportion of senior grades), more boys, with more gaming hours per week in the last 12 months, with more reward responsiveness, maternal rejecting and occurrence of negative life events (e.g., interpersonal relationships, being punished and bereavement factors). Conclusion These possible risk factors may influence the onset of GD. Future research in clinical, public health, education and other fields should focus on these aspects for provide target prevention and early intervention strategies.
... Gender differences in the mesocorticolimbic system explain greater gaming addiction prevalence among men. Hoeft et al. conducted a functional magnetic resonance imaging study to examine gender differences in the mesocorticolimbic system [65]. The authors found that males have greater brain activation and task-specific functional connectivity in the mesocorticolimbic reward circuitry than females, implying that men find gaming more rewarding and addictive than women. ...
Article
Full-text available
This current review critically examines gaming addiction within the contexts of media psychology and addiction theory. It outlines a continuum of gaming behavior, from casual play to addiction, characterized by loss of control, prioritizing gaming over other activities, and negative life consequences. The inclusion of gaming disorder in ICD-11 and its provisional status in DSM-5 highlight growing clinical and societal recognition. The review explores neural correlates of gaming addiction, such as activation in reward-related brain regions, drawing parallels with substance addiction. It highlights how media and marketing promote gaming behaviors potentially leading to addiction, raising ethical concerns about game design and advertising. The review systematically analyzes the negative physical, mental, social, and occupational impacts of gaming addiction. It advocates for a balanced approach emphasizing awareness, therapeutic interventions, and responsible media practices, while also proposing areas for future research and policy development to mitigate the risks of excessive gaming.
... There is also evidence of similarities between the diagnostic criteria of IGD and Substance Use Disorder (SUD). Neuroscientific research conducted by Hoeft et al. (2008) suggested a similar reward system between gaming and substances, with computer games that have a specific goal being associated with the activation of the reward systems in the brain. Reward-related brain areas such as the amygdala are known to be associated with substance addiction (Volkow et al., 2003). ...
Thesis
Full-text available
Internet Gaming Disorder (IGD) was introduced into the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) as a potential disorder in 2013. The condition has been widely studied by researchers; however, there are many who criticise and debate the validity of this diagnosis and its symptom criteria. This thesis began by taking a comparative approach to the debate, where IGD was compared against established addiction disorders to find commonalities that may justify its inclusion under the umbrella of addiction. Some similarities were found between IGD, gambling, and substance use disorders. The variables were all related to cognitive instability, an aspect of impulsivity, and a two-factor model of impulsivity was found that was similar to factor models previously reported for substance use and gambling. It was concluded that while commonalities do exist, the factor predicting maladaptive gaming was opposite to the predictor of gambling and substance use. This suggested a significant difference, prompting the question, how else can we establish whether gaming might be disordered? To address this question the thesis took a new approach following the work of Loftus and Loftus. They wrote that a behaviour that is not good for the individual may be disordered; in other words, the harmful outcomes of behaviour outweigh the benefits. The key aim of this thesis was therefore to create a comprehensive list of potential outcomes from gaming. The taxonomy was developed and tested, and all but one of the listed items was endorsed by at least one participant. Over ¼ of the sample reported more harms than benefits, with the most common being lost time, irritability, and sleep changes. This work could support future research and practical developments in measures and treatments of IGD. However, further development of the taxonomy, such as weighted items, would be beneficial.
... These essential findings are consistent with research showing that the digital game addiction level scores according to gender were statistically significantly different in favor of males (Gülbetekin et al., 2021;Güvendi et al., 2019;Özturk Eyimaya et al., 2020). During computer games, the mesocorticolimbic reward system shows more activation and functional connectivity in men than in women, resulting in significant gender differences in reward and addiction (Hoeft et al., 2008). The game behavior predictors of male adolescents (violence, self-efficacy, and psychosocial problems) are significantly different from those of females (Irmak & Erdoğan, 2019). ...
Article
Full-text available
The aim of this study was to examine the effects of gender, the number of siblings, and grade level on digital game playing motivation and addiction levels in secondary school students and to reveal the relationship between digital game motivation and addiction. A total of 394 students, 168 boys and 226 girls, participated in the study voluntarily. Personal Information Form, Digital Game Playing Motivation Scale, and Digital Play Addiction Scale for Children were used as data collection tools. Digital game playing situation (yes/no) was associated with gender and number of siblings (p< .05) but not with grade level (p> .05). The motivation and addiction levels for playing digital games are related to gender and grade level (p< .05) but not to the number of siblings (p> .05). There is a positive relationship between motivation and addiction to playing digital games (p< .05). In light of these findings, more effort should be made to prevent digital addictionin males according to gender and in 8th graders according to grade level.
... Previous studies have revealed that playing games involves individual reward/emotional processing and corresponding cognitive regulation processing, as reflected by the significant activation of regions in the corticolimbic neural circuit, including the caudate, putamen, ACC, DLPFC, IFG and MFG (Hoeft, Watson, Kesler, Bettinger, & Reiss, 2008;Klasen et al., 2019). Together with the findings mentioned above, we hypothesized that (1) during positive events, subjects with IGD would show different responses in subcortical regions associated with positive reward/emotions and decreased brain activity in positive reward/emotionsregulation-related prefrontal regions compared to RGU subjects; (2) during negative events, subjects with IGD would show different responses in subcortical regions associated with negative reward/emotions and decreased activity in negative reward/emotions-regulation-related prefrontal regions compared to RGU subjects. ...
Article
Full-text available
Objective: This study sought to investigate brain responses to positive and negative events in individuals with internet gaming disorder (IGD) during real gaming as a direct assessment of the neural features of IGD. This investigation reflects the neural deficits in individuals with IGD while playing games, providing direct and effective targets for prevention and treatment of IGD. Methods: Thirty subjects with IGD and fifty-two matched recreational game use (RGU) subjects were scanned while playing an online game. Abnormal brain activities during positive and negative events were detected using a general linear model. Functional connectivity (FC) and correlation analyses between neural features and addiction severity were conducted to provide additional support for the underlying neural features. Results: Compared to the RGU subjects, the IGD subjects exhibited decreased activation in the dorsolateral prefrontal cortex (DLPFC) during positive events and decreased activation in the middle frontal gyrus (MFG), precentral gyrus and postcentral gyrus during negative events. Decreased FC between the DLPFC and putamen during positive events and between the MFG and amygdala during negative events were observed among the IGD subjects. Neural features and addiction severity were significantly correlated. Conclusions: Individuals with IGD exhibited deficits in regulating game craving, maladaptive habitual gaming behaviors and negative emotions when experiencing positive and negative events during real game-playing compared to RGU gamers. These abnormalities in neural substrates during real gaming provide direct evidence for explaining why individuals with IGD uncontrollably and continuously engage in game playing, despite negative consequences.
... Uma possível explicação seria que os homens, em geral, tendem a ser mais inclinados a novas experiências, descobrindo o desconhecido, explorando novas invenções ou sendo mais atraídos por situações viciantes como pornografia, sexo cibernético e videogames (Estrada et al., 2022). Da mesma forma, do ponto de vista da neurociência, foi relatado que, de acordo com imagens cerebrais tiradas de homens enquanto jogavam videogame, havia aumento da atividade no centro mesocorticolímbico, a região do cérebro associada à recompensa e ao vício (Hoeft et al. 2008). ...
Article
Full-text available
At present, video games have become a very popular activity among adolescents and young people, however, concerns have arisen regarding the pathological behaviors associated with their use. In this sense, the objective of this research was to analyze the video games dependence in adolescents in the third, fourth and fifth grade of secondary education in the city of Cusco, Peru. The approach addressed was quantitative, the design was non-experimental and the type, descriptive - cross-sectional. The sample consisted of 164 students who responded to the Videogame Dependency Test, an instrument with adequate levels of validity based on content and reliability. The results indicate that the level of dependence on video games of 40.2% was moderate, 37.2% was low and 22.6% was high. On the other hand, it was determined that dependence on videogames was significantly associated with some sociodemographic variables such as gender and the hours devoted to their use (p<0.05). It was concluded that the level of dependence on video games in adolescents in the third, fourth and fifth grade of secondary education in the city of Cusco was moderate. For this reason, it is necessary to guide parents so that they limit the time in which adolescents remain connected to video games and prevent them from playing violent or inappropriate video games for their ages.
... Dolayısıyla, dijital oyun bağımlılığının da diğer davranış bağımlılıklarında olduğu gibi belirginlik (salience), duygudurum değişimi (mood modification), tolerans gelişimi (tolerance), geri çekilme (withdrawal symptoms) ve çatışma (conflict) gibi temel özellikleri içerdiği vurgulanmıştır (3). Nitekim bu özelliklere bağlı olarak internet veya oyun bağımlılığının nörobiyolojisi incelendiğinde ödül, bağımlılık ve duygu ile ilgili beyin bölgeleri olan nukleus accumbens, amigdala, anterior singulat, dorsolateral prefrontal korteks, sağ orbitofrontal korteks aktivasyonlarında belirgin artışlar gözlenmiştir (4,5) Alanyazın detaylı olarak incelendiğinde, video oyunlarının farklı bilişsel beceriler üzerindeki etkisini inceleyen araştırmaların çelişkili sonuçlar ortaya koyduğu görülmektedir. Bu çalışmalar video oyunlarının bilişsel beceriler üzerindeki etkisine ilişkin üç farklı sonucu ortaya koymuştur. ...
Article
Full-text available
Amaç: Bu çalışmanın amacı 10-14 yaşları arasında video oyunları oynayan çocukların dijital oyun bağımlılığı düzeyleri ile görsel uzaysal bilişsel becerileri ve çalışma belleği performansları arasındaki ilişkiyi incelemektir. Yöntem: Araştırmanın örneklemini yaş ortalaması 12,35 (SS=0,75) olan 98 çocuk (36 kız ve 62 erkek) oluşturmaktadır. Veri toplama araçları Bilgi Toplama Formu, Çocuklar İçin Dijital Oyun Bağımlılığı Ölçeği, Saat Çizme Testi ve Wechsler Bellek Ölçeği-III Harf-Sayı Dizisi Alt Testi’dir. Bulgular: Tek Yönlü Varyans Analizi (ANOVA) sonuçlarına göre dijital oyun bağımlılığı düzeyi riskli grupta Saat Çizme Testi puanı az riski grubun puanına göre artış gösterirken, bağımlı grupta bu test performansının riskli gruba göre düşük seviyede olduğu bulunmuştur. Benzer şekilde riskli grupta Harf-Sayı Dizisi Testi puanı az riskli gruba göre artarken, bağımlı grupta bu test performansının riskli gruptan düşük seviyede olduğu saptanmıştır. Sonuç: Video oyunları oynamanın çocukların görsel uzaysal becerilerini ve çalışma belleği performanslarını artırabildiği, ancak bağımlılık arttıkça bu becerilerin bozulabileceği görülmüştür. Dolayısıyla video oyunlarının daha nitelikli ve sınırlı süreli olarak kullanılabilmesi için çocuklara yönelik eğitim programlarının oluşturulması önerilmektedir.
... In the study of Wittek et al. (40), it was found that males were 2.9 times more likely to have game addiction than females. In a study, higher activity and functional link was found in the mesocorticolimbic system that controls brain pleasure mechanisms and behaviors in male compared to female subjects with game addiction (41). However, the addictive potential of the game types preferred by men may be higher. ...
Article
Objective: Digital game addiction is a concern that threatens public health around the world, especially in adolescents. This study was conducted to determine the relationship between digital game addiction and lifestyle behaviors in adolescents. Methods: The research was carried out in the 2017-2018 academic year with 2001 students from three high schools offering different types of education selected by cluster sampling method in Istanbul/Maltepe district. Data were collected by using the Introductory Information Form, Game Addiction Scale for Adolescents and Adolescent Lifestyle Profile Scale. Data were evaluated in computer environment. Descriptive data were shown with numbers, percentages and means. The relationship between game addiction and independent variables was evaluated by chi-square test, Mann-Whitney U test, Pearson Correlation Analysis and Logistic Regression Analysis. Results: 22.4% of adolescents were determined to be addicted to digital games. The mean scores of health responsibility, nutrition, interpersonal relationships and stress management of adolescents who had game addiction were significantly lower than the adolescents without game addiction. Digital game addiction rates were significantly higher in boys, vocational high school students, ninth grade students, and in those who described that their family had low income, that they had very poor relations with their families/friends, that they had very poor living conditions and that they were generally unhappy. Conclusions: It was determined that game addiction negatively affected adolescents' lifestyle behaviors, and there was a negative, low to moderately significant correlation between interpersonal relationships and stress management and game addiction.
... Factors linked to IGD points to male gender predominance [3,4]. Moreover, gender differences have been revealed through neuroimaging, which showed more brain activity during gaming in males than in females [5]. Interestingly, changes in brain morphology and activity similar to the changes associated with drug addiction [6,7,8,9] impulsivity, poor error processing, and diminished behavioral response inhibition associated with gaming, aggression, low sociability, and self-efficacy, and lower satisfaction with life [10,11]. ...
Preprint
Objective: Internet gaming disorder (IGD) is an emerging psychiatric disorder that has received attention over the past decade. Few studies have attempted to describe this disorder in the Saudi population. This study aimed to examine the prevalence of IGD and associated factors. A cross-sectional study was conducted using translated Arabic and a validated questionnaire targeting both genders in Saudi Arabia. Methodology: A cross-sectional study using a validated questionnaire (IGD-20) and targeting Arabic-speaking children, youth, and transitional age including both genders. A snowball approach was used to sample our population using an electronic survey. Logistic regression was used to examine factors associated with IGD diagnosis. The study was guided by the STROBE statement. Results: Among 419 individuals who participated in the study, 171 were classified as non-IGD, 167 were at risk for IGD (RIGD), and 72 were IGD. There is no significant association between IGD diagnosis and gender, nationality, residence, and family income. Time playing per week was significantly associated with IGD diagnosis (X2=49.256, p<0.01). There is a significant association between IGD-20 groups and categorical age groups (X2=10.096, p<0.01). Among our sample, the percentages of males (54.2%) and females (45.8%) who met the criteria for IGD were comparable. Conclusion: IGD and RIGD prevalence was significantly high in both age groups. Both males and females were affected similarly.
... This is probably because of higher motivational states in males, as well as gender differences in reward prediction, learning reward values and cognitive state during gaming. 10 MOOCs are a popular way for professionals to meet their current and future educational demands. But many motivators and barriers influence the utilization of MOOCs. ...
Article
Full-text available
Background: The massive open online courses are one of the blooming and innovative teaching-learning methodologies in the field of medical science. The current study aimed to assess the utilization of massive open online courses among medical students in Perambalur during the COVID-19 lockdown.Methods: The cross-sectional study was conducted among medical students using a structured questionnaire from June 2021 to November 2021. The questionnaire focused on knowledge and perception about MOOC, motivators, and barriers to enrolment in MOOC and the level of satisfaction in MOOC courses. Following assessment, univariate and bivariate analysis of data was performed using statistical software and the results were summarized.Results: The mean age of medical students were 21 years and most of the students were in the first (28.2%) and second year (21.9%). 55.7% of medical students had heard about MOOC and 69.1% of students had enrolled on any one of the online courses. Among those enrolled, 271 students (60.6%) completed the course. The year of study was significantly associated with enrolment to MOOC (p=0.007). The mean age of enrolled students (20.6 years) was lower compared to those not enrolled (20.93 years).Conclusions: The knowledge and perception among medical students about MOOCs were optimal but utilization and course completion were not satisfactory when the students near their undergraduate course completion. Based on government action, it is evident that MOOC will be one of the major teaching-learning methodologies in the near future and this study will serve as a guiding tool to identify the major motivators and barriers to the utilization of MOOC among medical students.
... This finding is parallel to previous research findings (Gross, 2004). The online games, in general, are action-oriented containing too much violent and gender-role related content (Chan & Fang, 2007) that generates more rewarding feelings in men than women during video-game play, hence, male kids are two to three times more likely than girl kids to feel addicted to video games (Hoeft et al., 2008). Similarly, due to the safety concerns girls, as compared to males have used Internet less frequently to make friends online. ...
Article
Full-text available
India is one of the countries with the highest number of kids under the age of 18 years. This paper adds value in understanding the usage in the current covid scenario. The research objectives for the current study are to examine how young kids in India use their time on internet for varied purposes, to study how young kids find the websites that are of interest to them and to examine how young kids obtain information about sensitive issues. A cross-sectional web survey was conducted to examine the various aspects of the use of the Internet and traditional media (television/radio/magazines/newspapers/billboards) among kids in India. Data was collected through a structured questionnaire. The sampling method used in the study was purposive sample (522 kids). Internet emerged as the first choice of media for kids for all the nine selected activities that include homework, shopping, restaurant/food-ordering, travel and tour, information search, health related information, weather forecast, entertainment, and news/current events. Girl respondents as compared to boys have consumed Internet at a higher rate for learning about the fashion (trends) and health related issues such as seeking preventative health care and specific information about medical issues . As of January 2021, there were 59.5 percent of the global population is active internet users. This also means that more than half of the global population is connected to the internet at any given point of time. Of this total, 92.6 percent (4.32 billion) accessed the internet via mobile devices (Statistica, 2021). There are studies that found that the use of internet globally would be fuelled by new updated information technologies trends like, blog writing, audio/video podcasts, Wi Fi connectivity and RSS feeds (Burns& Polman, 2006). It is a known fact now that communication technologies including the Internet have substantial impact on young children than all other technological innovations (Roberts & Foehr, 2004). A study of how the young kids use traditional and internet is important to understand and analyse as it enables advertisers and social marketers to develop effective and responsible marketing messages to these future consumers. India is poised to be the youngest country in the world by 2022. As per the recent data, India in 2020 have over 560 million internet users. By 2023, there would be over 650 million internet users the country (Statista, 2020).
... Es zeigte sich bereits in einigen Studien, dass Frauen anfälliger für süchtiges Verhalten im Zusammenhang mit der Nutzung sozialer Netzwerke sind und Männer eher zur IGD tendieren (Bouna-Pyrrou et al., 2015, Durkee et al., 2012, Shek et al., 2016, Munno et al., 2017 (Hoeft et. al., 2008). Insgesamt gibt es jedoch bisher nur wenige geschlechtsgetrennte Analysen (Chen, Oliffe, & Kelly, 2018;Paulus, Ohmann, von Gontard, & Popow, 2018;J. Petry, 2010, p. 94). Dieses Spielegenre zeichnet sich dadurch aus, dass der Spieler einen eigenen Spielcharakter (Avatar) kreiert und sich mit anderen Spielern weltweit in einer zumeist mys ...
Thesis
Hintergrund und Ziele Während der Gravidität einer Frau beeinflussen Sexualhormone die Entwicklung des Kindes. Diese Effekte können Erkrankungen im Erwachsenenalter begünstigen. Das Zeige-/Ringfingerlängenverhältnis gibt Rückschlüsse auf die Androgenexposition in utero. Ein kleines Zeige-/Ringfingerlängenverhältnis ist mit einem erhöhten Risiko für eine Computer- und Internetsucht assoziiert. Ebenso können Sexualhormone einen Einfluss auf die Zahnentwicklung haben. Die Zahngröße ist somit ein weiterer vermuteter Biomarker für die Testosteronexposition des Kindes im Mutterleib. Methoden Eine Kohorte von insgesamt 192 Teilnehmern wurde in einer dreistündigen klinischen Testung untersucht. Alle Teilnehmer konnten hinsichtlich der Nutzung von Internet, Sozialen Netzwerken und Internetspielen getestet werden. Die Datenerhebung umfasste mitunter Fragebögen zur Internetnutzung und die Vermessung von Körperstellen, z.B. die Vermessung des buccolingualen Zahndurchmessers der Zähne 43, 42, 32 und 33. Ergebnisse Übereinstimmend mit den Erwartungen waren die Zahngrößen der männlichen Teilnehmer signifikant größer als die der Teilnehmerinnen. Die Messungen der Zahngrößen durch die verschiedenen Interviewer ergaben keine signifikanten Unterschiede, außer für den rechten Schneidezahn und den linken Eckzahn bei den männlichen Probanden. Weder bei Männern noch bei Frauen konnte ein signifikanter Zusammenhang zwischen dem Alter und der Zahngröße festgestellt werden. Es gab keine signifikante Korrelation zwischen den Fragebögen zur Internetnutzung (Internet Addiction Test, Compulsive Internet Use Scale) und der Zahngröße bei den männlichen und weiblichen Studienteilnehmern. Eine signifikante negative Korrelation zwischen den erfüllten Kriterien der Social Network Use Disorder und dem Durchmesser des rechten Schneidzahns bei Männern wurde gefunden. Die Zahngrößen der rechten und linken Schneidezähne der Männer zeigte außerdem eine signifikant negative Korrelation mit dem Craving Score in der Kontrollbedingung eines Provokationsexperiments. Schlussfolgerungen Die männlichen Studienteilnehmer mit größeren Zähnen erfüllten weniger Kriterien der Social Network Use Disorder. Dies deutet an, dass bei erwachsenen Männern eine geringere pränatale Testosteronexposition in der späteren Schwangerschaft ein erhöhtes Risiko, eine Social Network Use Disorder zu entwickeln, bedingt.
... game mechanics) (King et al., 2010b) which, working like conventional reinforcement mechanisms (Chumbley & Griffiths, 2006;Wang & Sun, 2011;Phillips et al., 2013;Ašeriškis & Damaševičius, 2017), produce effects similar to operant conditioning (Skinner, 1965). Although caution should be applied when complex activities are investigated using neuroimaging techniques, evidence suggests that the maintenance of video games playing behaviour engages the same cortico-striatal structures (Hoeft et al., 2008; Mathiak Cole et al., 2012;Klasen et al., 2012;Lorenz et al., 2015;Gleich et al., 2017) and neurotransmitters (Koepp et al., 1998) involved in reward processing. This seems also supported at the behavioural level where the amount of experienced in-game reward appears to play a role in controlling how likely is an individual to keep engaging in playing behaviour (Agarwal et al., 2017;Steyvers & Benjamin, 2019). ...
Article
Full-text available
Incentive salience attribution can be understood as a psychobiological mechanism ascribing relevance to potentially rewarding objects and actions. Despite being an important component of the motivational process guiding our everyday behaviour its study in naturalistic contexts is not straightforward. Here we propose a methodology based on artificial neural networks (ANNs) for approximating latent states produced by this process in situations where large volumes of behavioural data are available but no experimental control is possible. Leveraging knowledge derived from theoretical and computational accounts of incentive salience attribution we designed an ANN for estimating duration and intensity of future interactions between individuals and a series of video games in a large-scale (N > 3 × 106) longitudinal dataset. We found video games to be the ideal context for developing such methodology due to their reliance on reward mechanics and their ability to provide ecologically robust behavioural measures at scale. When compared to competing approaches our methodology produces representations that are better suited for predicting the intensity future behaviour and approximating some functional properties of attributed incentive salience. We discuss our findings with reference to the adopted theoretical and computational frameworks and suggest how our methodology could be an initial step for estimating attributed incentive salience in large-scale behavioural studies.
... Ayrıca bireylerin oyun davranışlarının sinirsel süreçleri ile ilgili bilgiye erişmek için fonksiyonel manyetik rezonans görüntülemeleri incelenmiştir. Sonuçlara göre erkeklerde kadınlara kıyasla mezokortikolimbik sistemde daha fazla aktivasyon ve fonksiyonel bağlantı gözlendiği için erkeklerin kadınlara göre oyunlara bağımlı olma olasılıklarının daha fazla olduğu belirlenmiştir (49). Cinsiyetler arasında oyun bağımlılığı yaygınlığını etkileyen faktörler, çevresel ve biyolojik olarak ele alınmış ve oyun bağımlılığının erkeklerde kızlara göre daha yaygın olduğu belirlenmiştir. ...
Article
Full-text available
21. yüzyıldaki teknolojik gelişmelerin etkisiyle birçok dijital oyun ortaya çıkmıştır. Bu oyunların aşırı kullanımı ise yeni hastalıkları beraberinde getirmiştir. Bu hastalıklardan en yaygın olanı oyun bağımlılığıdır. Oyun bağımlılığı, davranışsal bağımlılıklardan biridir. Oyun bağımlılığı, zihinsel olarak sürekli oyunla meşgul olma, oyunu düşünme, günlük rutin işlerini aksatma, akademik, sosyal ve aile hayatında olumsuzluklar yaşamasına rağmen oyun oynamaya devam etme, oyun oynama engellendiğinde tepki gösterme, çatışma, oyun oynayamadığında yoksunluk belirtileri sergileme gibi özelliklerle tanımlanır. Bu hastalığın tanımlanması, tanılanması, seyri ve tedavisi ile ilgili ülkemizdeki çalışmalar başlangıç düzeyindedir. Buna rağmen, Covid-19 pandemisinde, özellikle çocuk ve ergenlerin oyun oynamaya ayırdığı zaman artmış ve çocuk ve ergenler bağımlılık belirtileri göstermeye başlamıştır. Pandemi sonrasında oyun bağımlılığı ile ilgili sağlık tesislerine yapılacak başvuruların artacağı öngörülmektedir. Bu nedenle çalışmada, oyun bağımlılığının tanımı, belirtileri, prognozu, tanı kriterleri, yaygınlığı, cinsiyet farkı, oyun süresi, risk faktörleri, bireye etkileri ve tedavisi başlıklarının ele alınarak incelenmesi amaçlanmıştır. Bu çalışmayı diğer çalışmalardan ayıran özellik, oyun bağımlılığının kapsamlı bir şekilde açıklanması ve oyun bağımlılığı kavramının zeminini oluşturan bilgileri içermesidir. Bu çalışmada ele alınan başlıkların, oyun bağımlılığı ile ilgili yapılacak çalışmaların temelini oluşturacağı ve konunun anlaşılmasını sağlayacağı için önemli olduğu düşünülmektedir.
... Non-drug rewards such as shopping, eating, exercising, sexual behavior, gambling, and video games can activate the brain areas which are involved in drugs reward [1][2][3]. The mesolimbic dopamine pathway is thought to play a primary role in reward processing. ...
Article
Natural rewards and abused drugs affect the function of the common brain's reward system. Interaction between social and drug rewards can change the vulnerability to development of drug addiction. Here, we investigate the effects of sexual experience and sex deprivation on the acquisition, maintenance, and drug prime-induced reinstatement of morphine-seeking behavior in male mice using conditioned place preference (CPP). CPP induced with morphine (3, 5, 7 mg/kg, s.c. for 3 days) lasted for 10 days after cessation of morphine treatment and priming dose of morphine (2 mg/kg, s.c.) reinstated the extinguished CPP. In the post-test phase, sexually experienced animals showed a lower preference for morphine compared to sex-deprived males. In the extinction phase, sex deprivation shortened maintenance time compared to control animals. The preference for morphine in sexually experienced animals did not diminish by the seventeenth extinction day. In both groups, the priming injection of morphine after the extinction period could reinstate the extinguished morphine-induced CPP. Together, these data showed the interaction between sex and drug reward and that sexual behavior -a natural rewarding stimulus- can prolong, whereas sex deprivation can block the maintenance of morphine-seeking behaviors. Sexual experience may induce functional and morphological alterations in brain reward areas particularly the mesolimbic system similar to repeated exposure to abused drugs which can affect morphine-seeking behaviors.
... There are many research results similar to this finding which are available in the literature (Aksoy, 2018;Colwell & Payne, 2000;Colwell, Grady, & Rhaiti, 1995;Çakır, Ayas, & Horzum, 2011;Dönmez, 2018;Eni, 2017;Fisher, 1994;Gentile et al., 2011;Griffiths & Hunt, 1998 Gibb et al., 1983;Taş, Eker, & Anlı, 2014), with studies showing that social media addiction is more common in females (Griffiths, Kuss, & Demetrovics, 2014), while conversely, males are more addicted to video games . The fact that the parts of the brain regarding the reward and punishment system of males is far more active than females can be a valid reason explaining why males are far more vulnurable to video game addiction than females (Griffiths & Hunt, 1998;Hoeft et al., 2008;Ko et al., 2009). In addition females are more likely to get addicted to their mobile phones due to social usage (Adamczyk, Adamczyk & Tłuściak-Deliowska, 2018). ...
Article
Full-text available
Even though video games are generally appealing to adolescents, sometimes this can be an issue. In this study, the correlation between video game addiction of adolescents and gender, game genres, types of schools attended to and grade levels, basic psychological needs, and the social support perceived are researched. In this study, conducted in the Bağcılar district of Istanbul province in Turkey, 262 female and 271 male students, making a total of 533 participants from various types of high school. The data was collected using the Basic Psychological Needs Scale, the Perceived Social Support Scale, and the Gaming Addiction Scale for Adolescents. For independent samples t-test, a one-way analysis of variance and Pearson correlation coefficient was used for the analysis of the data. According to the results of the study, the levels of game addiction were significantly higher in males than in females, in vocational high schools than in Anatolian or Imam Hatip high schools, and featured online games rather than offline games. It was observed that game addiction affects basic psychological needs and perceived social support significantly negatively.
... Literatürde kişilere oyunla ilgili hatırlatıcılar sunulduğunda oyun oynayan kişilerin orbitofrontal korteks ve anterior singulat (Han, Kim, Lee, Min, & Renshaw, 2010;, medial frontal korteks, dorsolateral prefrontal korteks, sağ kaudat nükleus, amigdala ve insular korteks (Hoeft, Watson, Kesler, Bettinger, & Reiss, 2008) beyin alanlarında oyun oynamayan kişilere göre daha fazla aktivasyon olduğu görülmüştür. Dijital oyun oynama sırasında yüksek aktivasyon görülen beyin bölgelerinin madde bağımlılarında aşermeye katkıda bulunduğu ve aynı alanların çevrim içi oyun dürtüsü/aşermeyi de temsil ettiği saptanmıştır. ...
Chapter
Full-text available
Günümüzde çocuklar hem geleneksel hem de modern teknolojiyle birlikte büyümektedirler. Televizyon, bilgisayar, cep telefonu ve tablet gibi teknolojik cihazların kullanım sıklığı her geçen gün daha da artmaktadır. Artan kullanım süresi ve sıklığı beraberinde birtakım sağlık sorunlarının ortaya çıkmasına sebep olmaktadır. Fiziksel aktivite düzeyinde azalma, obezite, kas-iskelet sistemi problemleri, uyku bozuklukları ve bağımlılık dijital teknoloji kullanımı ile ilişkili başlıca sağlık riskleridir. Bu bölümde, artan dijital teknoloji kullanımı sonucu karşılaşılabilecek sağlık problemleri özetlenmeye çalışılarak bu problemlerle başa çıkmaya yardımcı olacak bilgiler paylaşılmıştır.
... game mechanics) [49] which, working like conventional reinforcement mechanisms [50,51,52,53], produce effects similar to operant conditioning [47]. Although caution should be applied when complex activities are investigated using neuroimaging techniques, evidence suggest that the maintenance of video games playing behaviour engages the same corticostriatal structures [54,55,56,57,58,59] and neurotransmitters [60] involved in reward processing. This, in conjunction with a growing literature highlighting similarities between certain video game mechanics and activities driven by secondary rewards (e.g. ...
Preprint
Full-text available
Incentive salience attribution can be understood as a psychobiological process ascribing relevance to potentially rewarding objects and actions. Despite being an important component of the motivational process guiding our everyday behaviour its study in naturalistic contexts is not straightforward. Here we propose a methodology based on artificial neural networks (ANNs) for approximating latent states produced by this process in situations where large volumes of behavioural data are available but no strict experimental control is possible. Leveraging knowledge derived from theoretical and computational accounts of incentive salience attribution we designed an ANN for estimating duration and intensity of future interactions between individuals and a series of video games in a large-scale ($N> 3 \times 10^6$) longitudinal dataset. Through model comparison and inspection we show that our approach outperforms competing ones while also generating a representation that well approximate some of the functions of attributed incentive salience. We discuss our findings with reference to the adopted theoretical and computational frameworks and suggest how our methodology could be an initial step for estimating attributed incentive salience in large scale behavioural studies.
... Berdasarkan data demografis yang diperoleh, partisipan penelitian didominasi oleh mahasiswa laki-laki yang bermain game online sebesar 55,2% dari total 116 partisipan, hal itu disebabkan karena adanya perbedaan aktivitas otak yang terjadi pada laki-laki dan perempuan dalam bermain game online. Reiss (2008) menyebutkan bahwa terdapat perbedaan aktivitas otak di pusat mesocortilimbic pada laki-laki dan perempuan ketika bermain game online, aktivasi otak pada bagian tersebut lebih banyak terjadi pada laki-laki daripada perempuan. Hal tersebut menyebabkan rasa ketagihan pada laki-laki untuk terus bermain game online. ...
Article
Full-text available
Penelitian ini bertujuan untuk mengetahui hubungan antara self-control dengan online gaming addiction pada mahasiswa di Surabaya. Self-control merupakan kemampuan individu untuk menolak atau mengubah suatu respon untuk menyela perilaku yang tidak diinginkan dengan menahan diri dari melakukan hal tersebut. Online gaming addiction adalah suatu perilaku kompulsif dalam memainkan game online demi mendapat kepuasan tersendiri. Penelitian ini melibatkan 116 mahasiswa di Surabaya, dengan rentang usia 18–21 tahun. Alat pengumpul data berupa kuesioner self-control scale (SCS) dan alat ukur gaming addiction scale (GAS). Analisis data dilakukan dengan teknik statistik korelasi Pearson r, dengan bantuan program JAMOVI VERSION 1.6. Hasil analisis data penelitian diperoleh nilai korelasi antara self-control dengan online gaming addiction sebesar -0.388 dengan p sebesar <.001. Hal ini menunjukkan bahwa terdapat hubungan dengan tingkat korelasi yang sedang dan negatif antara self-control dengan online gaming addiction.
... In prior studies in pathological gambling, several theories have been suggested, such as differences in genetics and neurobiology between genders [46,47]. A functional magnetic resonance imaging study demonstrated that males exhibited amplified connectivity in their mesocorticolimbic pathway when playing video games compared to that exhibited by females [48]. This pathway is known for its pivotal role in reward assessment, motivated behavior, and cognitive regulation through dopaminergic modulation [49,50]. ...
... In prior studies in pathological gambling, several theories have been suggested, such as differences in genetics and neurobiology between genders [46,47]. A functional magnetic resonance imaging study demonstrated that males exhibited amplified connectivity in their mesocorticolimbic pathway when playing video games compared to that exhibited by females [48]. This pathway is known for its pivotal role in reward assessment, motivated behavior, and cognitive regulation through dopaminergic modulation [49,50]. ...
Article
Full-text available
Background: Internet gaming disorder has been a controversial topic for nearly a decade. Although internet addiction has been studied in medical students, there is a paucity of evidence regarding internet gaming disorder. Previous studies in Indonesia explored only the prevalence rate and characteristics. Objective: This study aimed to determine the prevalence rate of internet gaming disorder and correlations between internet gaming disorder, temperament, and psychopathology among Indonesian medical students. Methods: A cross-sectional study was performed from August 2019 to September 2019 using total and convenience sampling at a private university and a public university, respectively. The study variables were measured using the Indonesian version of the 10-item Internet Gaming Disorder Test, the Temperament and Character Inventory, and the Symptoms Checklist 90. Chi-square and logistic regression analyses were conducted to examine the relationships between demographic factors, temperament, psychopathology, and the presence of internet gaming disorder. Results: Among the 639 respondents, the prevalence rate of internet gaming disorder was 2.03% (n=13), with a mean age of 20.23 (SD 0.13) years and an average gaming duration of 19.0 (SD 0.96) hours/week. Up to 71.2% respondents played using their mobile phones, and respondents with internet gaming disorder reported experiencing all psychopathologies assessed, except phobic anxiety. Bivariate analysis demonstrated that internet gaming disorder was associated with gender, gaming duration, gaming community affiliation, and 9 out of 10 domains of psychopathology. In a logistic regression model, internet gaming disorder was correlated with weekly gaming hours ≥20 hours (odds ratio [OR] 4.21, 95% CI 1.08-16.38, P=.04). Conclusions: These findings suggest that the prevalence of internet gaming disorder among medical students in Jakarta, Indonesia is similar to that in other populations of Asian countries. The predisposing factor for internet gaming disorder was weekly gaming duration, while other demographic, temperament, and psychopathology variables acted as probable moderators. Strategies should, therefore, be developed and integrated into medical curriculum to screen and aid individuals with these predisposing factors.
... This variation persisted across participants and focus group sessions, even though the focus group composition was similar regarding demographic characteristics. This finding is consistent with previous literature stating that play preference, inclination to play, and the meaning of play are associated with many variables such as culture [54][55][56], personality [57][58][59], gender [60][61][62], and play frequency [63,64]. Attesting to the variable nature of play liking is that even negative affect, such as feelings of guilt or antisocial behaviors like sadism and violence [65][66][67], can be pursued in play and games and might be considered pleasurable in certain contexts [68][69][70][71]. ...
Article
Full-text available
Background In times where distance learning is becoming the norm, game-based learning (GBL) is increasingly applied to health profession education. Yet, decisions for if, when, how, and for whom GBL should be designed cannot be made on a solid empirical basis. Though the act of play seems to be intertwined with GBL, it is generally ignored in the current scientific literature. Objective The objective of our study was to explore students’ perceptions of play in leisure time and of GBL as part of a mechanistic, bottom-up approach towards evidence-informed design and implementation of GBL in health profession education. Methods We conducted 6 focus group discussions with medical and dentistry students, which were analyzed using thematic analysis. Results A total of 58 students participated. We identified 4 major themes based on the students’ perception of play in leisure time and on the combination of play and learning. Our results indicate that, while play preferences were highly various in our health profession student cohort, pleasure was the common ground reported for playing. Crucially, play and the serious act of learning seemed paradoxical, indicating that the value and meaning of play are strongly context-dependent for students. Conclusions Four key points can be constructed from our study. First, students play for pleasure. Perceptions of pleasure vary considerably among students. Second, students consider play as inefficient. Inefficiency will only be justified when it increases learning. Third, play should be balanced with the serious and only be used for difficult or tedious courses. Fourth, GBL activities should not be made compulsory for students. We provide practical implications and directions for future research.
... These results are in agreement with the sex differences observed in the general population (Cudo, Toroj, Misiuro, & Griffiths, 2020), suggesting that boys with ASD are particularly vulnerable to PVG use. These findings may partly be explained by sex differences in activation and connectivity of brain regions associated with the mesocorticolimbic reward system (Hoeft, Watson, Kesler, Bettinger, & Reiss, 2008). Hence, the higher risk of gaming addiction for males with ASD could be related to neuronal differences (Alaerts, Swinnen, & Wenderoth, 2016;Zhang et al., 2020). ...
Article
Background In recent years, an increasing number of studies documented potential links between gaming disorders (GD; including “digital-gaming” or “video-gaming”) and Autism Spectrum Disorders (ASD). Therefore, the aim of this systematic review was to summarize current research about problematic video game (PVG) use in people with ASD and identify specific factors associated with problematic video gaming behavior. Method We searched for articles indexed in PubMed, Scopus, Web of Science, and EBSCOhost electronic databases; using a combination of expressions including “autism spectrum disorder” OR “autism” OR “ASD” AND “video games” OR “gaming disorder” OR “Internet Gaming Disorder” OR “game addiction”. Results Twelve articles were included in this systematic review. The majority of them indicate that children, adolescents and adults with ASD may be at greater risk of PVG use than youths without ASD. Findings also suggested that several internal (sex, attention and oppositional behavior problems) and external factors (social aspects, access and time spent playing video, parental rules, and game genre) were significant predictors of problematic video game use in people with ASD. In addition, this review highlights the paucity of the literature on the consequences and individual effects of excessive video gaming in people with ASD. Conclusions We discuss unanswered questions and future directions and provide recommendations for improving clinicians and parents’ engagement in the prevention and management of problematic video game use in people with ASD.
... Moreover, we found that gaming on a smartphone was associated with lower IGDS9 score, which is a remarkable result on its own merit; however, a direct comparison may be erroneous, as smartphone gaming cannot be considered the same as the possession of a handheld gaming device. Furthermore, the majority of our participants were girls, and several studies have shown fundamental physiological differences between males and females in terms of gaming behavior and the use of electronic devices and devices designed for gaming (Hoeft, Watson, Kesler, Bettinger, & Reiss, 2008;. The reduction of IGDS9 scores in those that game on their smartphones may be crucial in terms of providing treatment options to individuals with IGD. ...
Article
Full-text available
Problematic gaming behavior is an important problem that may lead to a recently introduced psychiatric condition named internet gaming disorder (IGD). Gaming addiction has been reported to have major influence on the lives of adolescents and young adults affected by it. Our aim was to determine relationships between gaming-related parameters, academic success, levels of depression, anxiety and stress, and gaming addiction scores. We performed a cross-sectional study comprised of 499 non-senior high school students from the Bakırköy district of Istanbul. Depression, anxiety and stress were measured with the DASS-21, gaming addiction was measured via the IGDS9-SF. A single questionnaire form was prepared to record demographics, game play behavior and preferences, DASS-21 scores and IGDS9-SF scores. Girls comprised 80.2% (n=400) of the participants in this study. Eighty-eight (17.6%) students reported that they did not play games. There was a statistically significant worsening in IGDS9 scores and all subscales of the DASS-21 with increased game playing time. Gaming addiction score was higher in those that reported being academically unsuccessful. Multivariate regression analysis revealed that the factors that increased IGDS9 scores were: time spent gaming, and preference of action, simulation or social media games. Whereas, smartphone gaming was found to be independently associated with lower IGDS9 scores. The association of higher IGDS9 scores with gaming time and preference of action, simulation and social media games, and lower scores with smartphone gaming are interesting results and may have implications in the approach to and treatment of those with IGD.
... Earlier research attempted to apply several approaches to explain game addictive behavior. The medical biology concept focused on the cell level, the brain and neurological system, and neurotransmitters, which were associated with addictive behavior (Chou et al., 2013;Hoeft, Watson, Kesler, Bettinger, & Reiss, 2008). Behaviorism, explained that external stimulation or reinforcement could increase computer game playing without the consideration of intrinsic motivation (Beranuy, Carbonell, & Griffiths, 2013;Usman & Inam, 2013). ...
Article
Full-text available
This study was based on the flow theory of Mihaly Csikszentmihalyi. A cross sectional study was performed to examine flow experience in computer game playing among university students and to identify behavior that led to positive consequences and addictive behavior. Multi-stage sampling was conducted to select a sample of 478 university students aged 18–24 years who usually played computer games. Data were collected using the assessment instruments of computer game addictive behavior and perception of the consequences from game playing. Based on exploratory factor analysis, the construct of flow experience could be divided into two dimensions: 1) cognitive flow which was composed of challenge-skill balance, clear goals, and unambiguous feedback, and 2) emotional flow which was composed of action-awareness merging, concentration on the task at hand, sense of control, loss of consciousness, and time transformation. Based on structural equation modeling, cognitive flow was positively correlated to perception of utility from the game (β = .85) and emotional flow was positively correlated to physical and psychological impacts from the game (β = .52). Moreover, males were more likely to spend time on computer games than females. This study found that time duration was not a key indicator of game-playing consequences. However, the state of flow in computer game playing was indeed a key factor that could perpetrate positive or negative outcomes. The findings of this study suggested that flow experience in computer game playing has both benefits and drawbacks. It is recommended that youth-related organizations should promote cognitive flow experiences to develop the self-improvement of computer game players rather than emotional flow experiences.
... 41 Through use of fMRI, biological research has shown that gaming addicts show similar neural processes and increased activity in brain areas associated with substance-related addictions and other behavioral addictions, such as pathological gambling (significant activation in the left occipital lobe, parahippocampal gyrus, dorsolateral prefrontal cortex, nucleus accumbens, right orbitofrontal cortex, bilateral anterior cingulate, medial frontal cortex, and the caudate nucleus). [23][24][25] It has also been reported that gaming addicts (like substance addicts) have a higher prevalence of two specific polymorphisms of the dopaminergic system (i.e., Taq1A1 allele of the dopamine D2 receptor and the Val158Met in the Catecholamine-O-Methyltransferase). 27 ...
... Por que as mulheres teriam estas preferências? Autores mais tradicionais associam essas questões às características intrínsecas de cada gênero, como, por exemplo, a biologia dos corpos, trabalhando com a ideia de "cérebro masculino" e "cérebro feminino" [30]. Esta postura, contudo, recebe muitas críticas. ...
Conference Paper
Full-text available
A indústria de jogos digitais possui um mercado consumidor cada vez maior e mais diversificado. As tipologias permitem obter classificações a partir das motivações de jogadores, além de prover exclusividade e direcionamento para seus produtos de acordo com as preferências ou necessidades do público alvo. A presente pesquisa considera o envolvimento do público feminino (maioria consumidora no Brasil) nas práticas de entretenimento dos videogames com o objetivo de identificar e analisar quais os principais tipos de jogadoras brasileiras. Para isso, utilizou um questionário adaptado do teste BrainHex, de Nacke, Bateman e Mandryk, de 2014, sobre a tipologia de jogadores. Um total de 668 jogadoras, maiores de 18 anos, responderam ao questionário online e os resultados mostram que muitas delas correspondem principalmente às tipologias Colecionadora (Achiever), Comandante (Mastermind) e Exploradora (Seeker). Estas estão relacionadas aos comportamentos de colecionar/coletar, resolver problemas e criar estratégias, além de encontrar coisas interessantes, parte estando de acordo com suas preferências segundo a literatura. O tipo Socializadora (Socialiser), que comumente é atribuído às mulheres, não foi expressivo. Neste trabalho, acredita-se que as principais diferenças entre os tipos de jogadoras e suas faixas etárias estão relacionadas ao acesso aos videogames. As mulheres mais velhas apresentaram mais restrições de acesso aos jogos, seja por questões familiares, sociais ou relacionadas ao fato dos videogames serem tidos como artefatos masculinos, o que pode ter gerado uma preferência mais estreita pelos jogos. Palavras-chave: tipologia do jogador, BrainHex, mulheres, preferências femininas por jogos. 1 INTRODUÇÃO Como fruto direto da evolução tecnológica, a indústria de jogos digitais possui um mercado consumidor cada vez maior e mais diversificado. Para conhecer o mercado consumidor, e melhorar o direcionamento das vendas dos jogos, diferentes estratégias são utilizadas, tais como segmentar o mercado consumidor. Uma das segmentações mais tradicionais é classificar os consumidores conforme seu gênero (homens x mulheres), ou de acordo com a dedicação de tempo (classificando assim os jogadores em casuais ou hardcore, por exemplo). Entretanto, classificações mais refinadas, tais como as dos jogadores por seu perfil psicológico, vêm sendo usadas por muitas empresas de jogos digitais [1]. Os desenvolvedores podem investir em especificidades, mais do que apenas em produtos genéricos, aumentando assim a probabilidade de sucesso. Os jogos são mais facilmente classificados em categorias por seus conteúdos e muitos trabalhos dedicam-se a identificar as preferências dos jogadores com a finalidade de garantir produções futuras que serão ainda bem-sucedidas. Por outro lado, é possível utilizar algumas ferramentas para obter classificações sobre os jogadores a respeito de suas preferências, permitindo, assim, não apenas corroborar o sucesso de um produto, mas prover exclusividade e direcionamento para outros, de acordo com seu público correspondente. Uma diferenciação dos clientes capacitaria a indústria a ajustar seu game design e oferecer produtos que melhor correspondessem às necessidades dos jogadores [2]. Destaca-se, assim, a importância da capacidade de conhecer e, se possível, classificar mais do que os produtos, mas também o público alvo, uma vez que os padrões existentes nas escolhas e motivações dos jogadores podem ser identificados e classificados. Dessa forma, não apenas por sua menor participação, mas também pelas diferenças significativas existentes no próprio grupo selecionado, a presente pesquisa considera o envolvimento do público feminino com videogames. O objetivo é identificar e analisar quais são os principais tipos de jogadoras brasileiras de consoles e jogos para PCs, de acordo com a tipologia BrainHex. Como objetivo específico, pretende-se analisar se há diferenças entre a distribuição dos tipos por faixa etária. A seguir, abordamos: como se dá a relação entre consumo de videogames e gênero; quais são as preferências das jogadoras; e uma das formas de aferi-las, por meio das tipologias de jogador, em especial a utilizada no trabalho, a tipologia BrainHex. Em seguida, são apresentados o método e a discussão dos resultados. 2 CONSUMO E GÊNERO Pesquisas sobre os perfis dos jogadores voltam-se para aspectos que se referem às diferenças e semelhanças nos hábitos e preferências. Uma das mais utilizadas é a classificação por gênero [3] [4]. Essa categorização é padrão não apenas da indústria de jogos, mas de diversas outras. Com relação ao consumo de jogos digitais, até os anos 2000, as mulheres não eram consideradas como um mercado consumidor relevante. Acreditava-se que as mulheres, de forma geral, não tinham interesse por videogames. Diversos teóricos atribuíam tal desinteresse a diferenças relativas às questões de gênero. Quanto a tais diferenças, alegava-se principalmente: 1) que existiriam características da natureza de cada sexo, fundada na biologia dos corpos, e/ou que 2)
... Based on the previous distinction, casual gaming is shown in this report as mostly feminine while intensive gaming is mostly masculine. This effect is a difficult to explain cultural fact, which might be related to motivational competitive goals or the fact that many intensive video games are made for men, incorporating a strong sexualization of women (Hoeft et al., 2008;Behm-Morawitz and Mastro, 2009;Breuer et al., 2015;Fox and Potocki, 2016;Rehbein et al., 2016;Kowert et al., 2017). Considering the very different processes and environment between different game genres, the kind of games played should be integrated into the equation for a better understanding not only of the video game factor, but also the gender factor. ...
Article
Full-text available
(Frontiers in Virtual Reality: https://www.frontiersin.org/articles/10.3389/frvir.2020.571713/abstract) The use of virtual reality in spatial cognition evaluation has been growing rapidly, mainly because of its potential applications in the training and diagnosis of cognitive impairment and its ability to blend experimental control and ecological validity. However, there are still many grey areas on virtual reality, notably on the sense of presence and its complex relationship to task performance. Performance in VR is often suggested to be influenced by other human factors amongst which cybersickness, gender, video game experience and field dependence. Would an individual experiencing more presence systematically show better performance? This study aimed to be part of a framework of virtual reality as this question is fundamental for rigorous assessment and diagnostic, and particularly in the spatial cognition field. 48 healthy young subjects were recruited to take part in a virtual spatial cognition evaluation. Spatial cognition performance, along with their level of presence, cybersickness, video game experience, gender and field dependence, were measured. Matrix correlations were used, along with linear regressions and mediation analysis. Results show that presence promoted performance on the spatial cognition evaluation, while cybersickness symptoms hindered it, notably among women. The presence – performance relationship was not mediated by other human factors. Video game experience significantly predicted both sense of presence and cybersickness, the latter two being negatively correlated. Even if women experienced more negative symptoms than men, gender appears less informative than cybersickness and video game experience. Field dependence was not associated with any other variable. Results are discussed by confronting two theories of cognition (representational versus ecological), highlighting that virtual reality is not a simple transposition of reality but truly a new paradigm with its own biases favoring some individual more than others, and that some human factors have to be controlled for rigorous uses of virtual environments, particularly for spatial cognition evaluation.
... The prevalence of IGD tends to vary widely. Typically, estimations vary from 3.4% to 6.0%, however, in some regions of the world, this figure has been higher, particularly in East Asia where figures around 10% have been reported [20][21][22][23]. The variation in prevalence estimations are most likely the result of the varying operational definitions and diagnostic criteria adopted in studies and the consequent multitude of assessment instruments employed. ...
Article
Full-text available
The addictive use of internet video games is now recognized as a valid diagnostic construct by both the World Health Organization and the American Psychiatric Association. A burgeoning body of preliminary evidence points to a relationship between attention deficit and hyperactivity disorder (ADHD) symptoms as being a risk factor for behaviors indicative of internet gaming disorder (IGD), however, studies have rarely examined ADHD’s two diagnostic constructs, inattention and impulsivity, separately. Moreover, IGD research is non-existent in Middle Eastern contexts. Therefore, this study examined, separately, the association of IGD with inattention and impulsivity in a sample of gamers from the United Arab Emirates. A cross-sectional survey was completed by 214 participants aged 18–33 years (mage = 20.64, SD = 4.34) who completed measures of IGD and ADHD, and self-reported daily duration of gameplay as well as a number of demographic characteristics. The pair of hierarchical linear regressions indicated that both the examined constructs, increased symptoms of inattention and impulsivity, were separately associated with elevated risk for engagement in IGD behaviors. However, these associations were not moderated by gender. These results confirm that symptoms of ADHD are indeed associated with IGD and is the first to confirm the presence of this relationship in a Middle Eastern sample.
... The MFG is more sensitive to social benefits, and cingulate gyrus plays an important role in value evaluation [53][54][55]. In this study, the increased activation in these reward-related brain regions in male players indicated that their motivation and impulse to pursue rewards are enhanced [56][57][58]. The precuneus is believed to be associated with pleasure, and studies have found that risk decisions are usually accompanied by high activation of the IPL and precuneus [59,60]. ...
Article
Full-text available
Background: Many studies have found an interesting issue in the Internet gaming disorder (IGD): males are always observed to be the majority. However, there are little research to exploring the differences in the neural mechanisms between males and females in decision-making process among people with IGD. Therefore, explore the reward/loss processing between different gender with IGD could help in understanding the underlying neural mechanism of IGD. Methods: Data from functional magnetic resonance imaging (fMRI) were collected from 111 subjects (IGD: 29 males, 25 females; recreational internet game user (RGU): 36 males, 21 females) while they were performing a card-guessing task. We collected and compared their brain features when facing the win and loss conditions in different groups. Results: For winning conditions, IGD group showed hypoactivity in the lingual gyrus than RGU group, male players showed hyperactivity in the left caudate nucleus, bilateral cingulate gyrus, right middle frontal gyrus (MFG), right precuneus and inferior parietal lobule relative to the females. And significant sex-by-group interactions results showed higher brain activities in the thalamus, parahippocampal gyrus and lower brain activities in Inferior frontal gyrus (IFG) were observed in males with IGD than females. For losing conditions, IGD group showed hypoactivity in the left lingual gyrus, parahippocampal gyrus and right anterior cingulate cortex (ACC) compared to the RGU group, male players showed hyperactive left caudate nucleus and hypoactive right middle occipital gyrus relative to females. And significant sex-by-group interactions results showed that compared to females with IGD, males with IGD showed decreased brain activities in the IFG and lingual gyrus. Conclusions: First, there appeared to be no difference in reward processing between the IGD and RGU group, but IGD showed less sensitivity to loss. Secondly, male players showed more sensitivity to rewards and less sensitivity to losses. Last but not least, males and females showed opposite activation patterns in IGD degree and rewards/losses processing. And male IGD subjects are more sensitive to reward and less sensitive to loss than females, which might be the reason for the gender different rates on IGD.
Article
Full-text available
Background and aims Research on the development of gaming disorder assumes that the quality of reinforcement learning as well as the content of use expectancies are initially rewarding in the early stages of the addictive behavior and becomes steadily more compensatory in the later stages. This assumed transition could be reflected in gaming-related mental imagery as well as the decision to play videogames in daily life. Methods We recruited 127 individuals who play videogames. Following a strict diagnostic procedure, individuals were either classified as showing casual or at-risk gaming patterns. The experience and expectancy of reward and relief were assessed in the laboratory, followed by a 14-day ambulatory assessment asking for gaming-related mental imagery intensity and playing frequency. Besides group differences, we tested a gratification and a compensation pathway in a structural equation model among groups separately. Results Results indicate that mental imagery and playing frequency as well as reinforcement processes and use expectancies are heightened among individuals showing at-risk gaming patterns as compared to casual gaming patterns. Gaming-related mental imagery was only predicted by compensation among individuals showing casual gaming patterns, and we found no significant predictions for daily gaming frequency in any of the models. Discussion and conclusions The results implicate that individuals with at-risk gaming patterns might hold stronger learned reinforcement contingencies. Daily usage seems unaffected by these contingencies, possibly indicative of habitualized behaviors. Additionally, the results provide some support for the consideration of imaginal desire thoughts as a specific coping mechanism in the context of gaming behaviors.
Article
Full-text available
Online game is increasingly popular entertainment for all ages, especially on adolescents. Previous study had shown that the most internet users in Indonesia are adolescents and playing online game is the most activities frequently accessed by adolescents. Previous research also showed that online game addiction among Indonesian students was estimated at 10,15%. This study aimed to identify the level of online game addiction in adolescents. This research was in form of quantitative descriptive. The study population was all students of class X dan XI who obtained students from screening results and have met certain criteria with total of 241 people. The population and sample criteria in this study were adolescents who played online games for at least 6 months starting from the first time playing online game. The sampling technique used was total sampling, that all members of the population were used as sample. Data was collected within a month using The Indonesian Online Game Addiction Questionnaire and data obtained directly through google form. The result of the study was analyzed by univariate analysis then grouped into groups of respondents with a score of 7-13 no addiction, 14-21 on mild level of addiction, and 22-35 on high level of addiction. Base on the data analysis, the result of this study showed that almost all respondents were male (87,1%) with duration of ≤ 3 hours/day atau ≤ 21 hours/week to play online game (69,3%). Nearly half of respondents were addicted at a mild level (49,8%) and partially at a high level (10,8%). The conclusion of this study was that the level of addiction in adolescent was dominated at a mild level. The suggestion for school and school health nurses are to collaborate in prevention and treatment efforts by providing education about time management and the dangers of online game addiction to students.
Chapter
Full-text available
In recent years, the authors have witnessed the rebirth of board games. This contribution aims to investigate the educational potential of non-random board games in two ways: the comparison of performances of “expert adult players” and “adult non-players” through a correlation study (n=45) and the comparison between the results achieved by a group of children after 26 hours of game training (n=10) and those of a control group that carried out traditional educational activities (n=10) by using a nonrandomized control group pretest-posttest. Specifically, the findings relating to fluid intelligence, analytical and converging cognitive processes and creativity were compared. The results suggest that non-random board games can be an important stimulus for the cognitive functions, with a particular focus on the creative side, and therefore have an important educational function.
Chapter
This paper explores the concept of fiero as it relates to online competitive gaming, resulting in a framework focused upon levels of fiero and flow, labeled as the gaming engagement framework. More specifically, the paper describes this framework and its supporting methods as can be applied to measure perceived intensity and engagement levels leading to fiero, and concentration and collaboration levels leading to flow, giving an overall prediction of the level of fiero and flow that a game is capable of eliciting. The use of both quantitative and qualitative data in support of the framework offers a mixed-methods approach towards discovery of both weak areas and strong areas of fiero and flow, along with a collection of literal user perceptions. This framework can be applied at the prototyping phase during game development as well as at incrementally advancing levels of product development through pre- and post-production.
Article
The increasing use of technology, despite all its benefits, has led to the creation of problems, one of which is internet addiction. Recently, internet gaming addiction was added to the section of conditions for further study in the 5th edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) which indicates the importance of this issue. Research conducted in Iran has shown that almost 30% of students are mild to severely addicted to the Internet and in this regard, experience problems such as educational problems, damaged interpersonal relationships, and co-morbid psychological disorders such as anxiety and depression. Today, using advanced neuroimaging technology it has been made clear that overuse of the internet and internet games leads to changes in brain function and structure that are similar to the changes that occur in the brain of drug-dependent individuals. Reward circuits, craving, decision-making, and memory areas in the brain have been investigated to explain the mechanisms of internet addiction and internet gaming disorder. Several neuroimaging studies have been reviewed in this report that may improve the perception of the biological pathology of internet addiction and Internet Gaming Disorder.
Article
The primary goal of this investigation is to systematically explore the relationship among the students’ performance, grades, gender, previous experience, and impressions while using Diplomacy, a strategy game, as an educational tool. The rationale for this research is the existing and commonly expressed concern that such games unfairly disadvantage female students due to their lesser exposure to similar games. If such teaching methods are to be successfully employed, we must ensure that they are well suited, appropriate and, most importantly, fair to all our students. To explore this issue, the data collected over 6 years through a university course on strategic thinking and from anonymous student questionnaires were analyzed and tested for statistically significant correlations. The results show that, while male students are more experienced in playing similar games, had an easier time understanding the rules, and showed stronger engagement, this did not translate into considerably better performance or grades and even led to higher levels of disappointment with their own performance.
Article
Self‐control is important for long‐term success and could be a protective factor against maladaptive behaviours such as excessive gaming activity or Internet gaming disorder (IGD). However, the neurobiological basis of self‐control and its relationship to IGD remain elusive. Using resting‐state fMRI data from 89 participants aged from 18 to 26, we found that self‐control and the number of IGD symptoms (IGD‐S) were positively and negatively correlated with functional connectivity between right ventral striatum (rVS) and dorsal anterior cingulate cortex (dACC), respectively. A mediation analysis indicated that self‐control influenced IGD‐S partially through the rVS‐dACC connectivity. In addition, step‐wise regression analyses revealed that the rVS connectivity in a reward‐anticipation limbic pathway contributed to IGD‐S but not self‐control, independent of the dACC pathway. These results suggest that the cingulate–ventral striatal functional connectivity may serve as an important neurobiological underpinning of self‐control to regulate maladaptive behaviours such as these manifesting IGD through striatal circuitry balance. The ventral striatum (VS) connectivity to dorsal anterior cingulate cortex (dACC) correlates with both self‐control and IGD. The VS connectivity to the amygdala‐parahippocampus region makes an additional contribution to IGD.
Article
Exergames are gaining popularity among children and youths. They are physically-demanding video games that require players to perform active tasks or sport-like actions for in-game control. The experiences described by relevant parties from verbatim interviews in exergaming training programs were systematically reviewed and meta-synthesized into the relevant themes. The experiences of parents, teachers, physiotherapists, children and school administrators were taken into consideration in meta-synthesizing the themes emerging in this new form of physical activity. Four search engines were used: PubMed, IEEE Xplore, ACM Digital Library and Scopus. Specific search terms were used and defined iteratively following the population: children and their accompanying parents/teachers/therapists, involved in exergaming intervention, comparison of several different exergame platforms and outcomes with qualitative measures. Twenty qualitative studies were included to form four central themes emerging from the review and synthesis: positive outcomes, barriers to implementation, reinforcing factors and areas for improvements. Current views on the use of available exergame technologies were mostly positive, but its relatively new application draws concerns and skepticisms from various groups involved. At this stage, reinforcing factors such as funding, support and policies play roles in the promotion of exergames as a type of physical education or training for children.
Article
Introduction Exergaming is a type of serious game that requires active bodily movements for video gameplay. This game-based exercise is gaining interest as a form of leisure activity of moderate-vigorous dose intensity. Objective This case report sought to assess the effects of exergaming training (i.e. Move Boxing, Move Tennis, and Move Gladiator Duel) on aerobic capacity, feasibility, enjoyment and motivation in two individuals with spinal cord injury (SCI). Case Descriptions Two males with SCI at the level of L4 and T10, aged 32 and 39, respectively, underwent home-based exergaming training sessions over a period of 12–18 weeks, conducted within moderate-vigorous intensity training zones for health improvements as recommended by health guidelines. Their peak oxygen consumption (VO2), physical activity levels and perceived enjoyment were evaluated before, during and after the completion of the training. Outcomes Participant peak VO2 improved (effect size g = 2.7) from their baseline values (Participant A: 16.0 ± 0.7 mL/kg/min to 41.7 ± 8.1 mL/kg/min; Participant B: 13.5 ± 0.8 mL/kg/min to 32.7 ± 5.2 mL/kg/min), with an increase in overall weekly physical activity levels. Both participants maintained a relatively high level of enjoyment scores throughout their training period (mean: 31.9 ± 3.2, p = .56, 95% CI 0.22–1.0). Conclusion A home-based exergaming training program improved aerobic capacity and level of physical activity, while maintaining adherence to the exercise within a relatively high perception of enjoyment for these two participants. The relatively high enjoyment scores maintained throughout the duration of the exergaming training period suggested its feasibility as a home-based exercise program and perceived as enjoyable by these individuals.
Article
Background : The number of digital game users is increasing, and so is attention to digital gaming's effects on mental health. We aimed to reveal if risky (game addiction) and usual game use (non-risky) are associated with mental health in early adulthood. Methods : Using data from the nationwide cross-sectional Korean Epidemic Catchment Area study for psychiatric disorders, 415 participants aged 18–30 years were divided into “non-game,” “usual game,” and “risky game” user groups based on the previous month's game use and cut-off value of game overuse screening questionnaire. Multiple linear and logistic regressions revealed the association between game use groups, perceived mental health, and lifetime prevalence of clinical mental disorders including suicidal ideation. Results : Among the 415 participants, 167 were non-game users, 175, usual game users, and 73, risky game users. Risky game users self-reported decreased satisfaction and happiness, and a significantly higher lifetime prevalence of major depressive disorder, alcohol dependence, and suicidal ideation. Usual game users were significantly associated with higher lifetime prevalence of alcohol dependence and suicidal ideation. Self-reported happiness partially mediated between game use and lifetime suicidal ideation in risky, but not usual game users. Limitations : This study is a cross-sectional observational study which was not possible to define the temporal relationship. Conclusions : Both risky and usual game use are associated with mental health problems in early adulthood, indicating the need for careful mental health screening on not only risky game users but also usual game users.
Article
Full-text available
The rapid development of technology news has affected all areas as well as sports news and has caused new arrival. Both playing and watching competitive video games and computer games have created the concept of electronic sports (sports). However, it is played in virtual or computer environment and does not require serious financial resources, which may be facilities for modern sports or the ability to do this sport anywhere in the world. One of the most important features is to play individually and as a team and to require natural sports. At least 400 million people in the world are e-sports viewers, more than 100 million people are e-sports players and at least 7 million people in our country are e-sports players and viewers.-Sports is a new water sport in Turkey. It reveals in the literature that e-sports is a sport and that it does not spoil it, and the similar and different aspects of modern non-electronic sports and their relations with the said physical activity.
Article
Background: Video gaming (VG) has since the 1980s become increasingly ubiquitous entertainment among the adolescents and young adults. Many young people expe-rienced dizzy spells, but not vertiginous episodes, after playing VG. Objectives: This study performed ocular vestibular-evoked myogenic potential (oVEMP) and cervical VEMP (cVEMP) tests in subjects before and after engaging on VG to investigate the effect of VG on the otolithic reflex system. Methods: Twenty subjects who frequently played VG (>3 days per week) for more than 10 years were assigned to the long-term group. Another 20 subjects with engaging on VG <3 days per week or <10 years were assigned to the short-term group. Each subject underwent baseline oVEMP and cVEMP tests first, followed by playing VG for 1 h. Then, all subjects underwent the same paradigm. The "VG-year" is defined as frequency of VG playing within 1 week (day/week) multiplied by total length of VG engagement (year). Results: Engagement on VG rarely affected the oVEMP responses for either short- or long-term players. In contrast, the response rates of cVEMP significantly declined from pre-VG period (80%) to post-VG period (58%) in the short-term group, but not in the long-term group. The cutoff value for predicting absent cVEMP in VG engagement is 21 VG-year. Conclusion: Short-term engagement on VG may result in temporary cVEMP loss, while permanent cVEMP loss could be identified in long-term VG players. The cutoff value for predicting absent cVEMP in VG engagement is 21 VG-year, indicating that damage to the sacculo-collic reflex system could be anticipated in a subject who has played VG at least 1 h per session, 7 days weekly for 3 years.
Article
Little is known about the effects of excessive screen time on Working Memory (WM) in adolescents. The aim of this study was to investigate the association between measures of screen time in adolescence and Working Memory. Data from the 1993 Pelotas (Brazil) Birth Cohort Study were analyzed (N=3625). Self-reported screen time was collected at ages 11, 15 and 18. Working Memory performance (Digit Span backward score) was examined at age 22. Multiple linear regression was used to assess the associations between three screen time measures (television, video game and computer time) for each age and WM at age 22. We also evaluated the direct and indirect effect by mediation analysis, using the intelligence quotient (IQ) at 18 years as mediator. In men, television and video game time at 11 years and computer at ages 11 and 15 years had a positive effect on WM. Also, these effects were mediated through IQ. In women there was no significant association between screen time measures at ages 11, 15, and 18 and WM. This study provides new insights about the relationship between television, videogame, and computer time with WM in adolescents, by exploring the paths of these associations and considering the important mediating role of IQ. Our findings may contribute to future investigations of possible explanatory avenues for these associations.
Preprint
Full-text available
The current study examined the violent video game effect on aggressive behaviors and the potential role of anger and trait aggression among Chinese children ( n = 248; M age = 6.09, SD = 0.21). Half of them were randomly assigned to play a violent or a neutral video game for 20 minutes. Results showed that brief exposure of children to a violent video game produced a small but significant increases in aggressive behaviors. More specifically, males exhibited more aggressive behaviors than females in the violent game condition. Moderation analysis suggested that the violent video game effect on aggression was not moderated by trait aggression, but this effect was mediated by increased anger (especially for males). These findings indicated that males who were exposed to a violent video game might be regarded as the key group to reduce aggression by training to vent their anger. Results are interpreted within and support the framework of the General Aggression Model (GAM).
Article
BACKGROUND AND PURPOSE Gait impairment is a hallmark of Parkinson's disease (PD). Natural walking involves more cognitive demand than treadmill walking or in‐laboratory walking tests because patients have to actively work on navigation and top‐down cognitive control which taxes cognitive reserve in the prefrontal cortex. To mimic the prefrontal engagement occurring with natural walking in a controlled and safe environment, dual‐task (DT) treadmill walking has been developed. In this study, we tested the feasibility of imaging DT walking‐related changes in brain glucose metabolism in patients with PD. METHODS Fifteen patients with PD were scanned with fluorodeoxyglucose (FDG) positron emission tomography. Five patients performed DT walking, and 10 patients were rested during the FDG uptake period. First, the images were contrasted between the groups. Second, the walking‐related brain glucose metabolism was inspected at the individual level. RESULTS Consistently increased glucose metabolism was identified in DT walking versus rest in the primary visual/sensorimotor areas, thalamus, superior colliculus, and cerebellum. In individual level analysis, patients with less progressed disease (n = 3) showed prefrontal activity during DT walking while patients with more progressed disease (n = 2) did not. CONCLUSION This study confirms the feasibility of imaging glucose metabolism during DT walking in patients with PD. We also report that during DT walking, there is a lesser degree of prefrontal engagement in the patients with more progressed disease compared to those with less progressed disease, implying increased degrees of frontal dysfunction with PD progression.
Article
Full-text available
Objetivo. Sistematizar la literatura actual disponible en torno a la caracterización del trastorno por videojuegos (VDJ), aportando a la comprensión de este fenómeno en el contexto latinoamericano y su incidencia en la población infanto-juvenil. Método. Se utilizó una revisión sistemática de literatura, de corte analítico. Como eje de búsqueda se consideraron las categorías: (a) uso de las TIC, (b) videojuegos, (c) adicción y (d) trastorno por videojuegos, de acuerdo con estudios publicados en las bases de datos PubMed, ScienceDirect y Google Scholar, teniendo como referencia el DSM-V y CIE-11. Resultados. Las manifestaciones clínicas descritas para su uso adictivo son aún heterogéneas. También, se pudo observar que, cuanto más temprano se empieza, mayor será la frecuencia de su uso en edades posteriores, lo que aumenta las conductas de riesgo en el futuro y su incidencia en el tiempo de ocio y la recreación cotidiana. Conclusión. Los efectos que puede generar el uso problemático de dispositivos tecnológicos en el desarrollo de las personas, se contrapone al uso de los VDJ en el tratamiento de diversos trastornos como en el plano educativo. Adicionalmente, se reafirma el desafío de construir saberes e investigaciones multidisciplinares en torno al uso problemático de estos dispositivos. Palabras claves. Videojuegos, adicción, salud mental, DSM-V, CIE-11.
Article
Full-text available
0.98 0.88 -8.5 0.94 0.87 -6.5 0.98 0.89 -8.5 1.03 0.91 -10.5 (s.d.)
Article
Full-text available
Dopaminergic neurotransmission may be involved in learning, reinforcement of behaviour, attention, and sensorimotor integration. Binding of the radioligand 11C-labelled raclopride to dopamine D2 receptors is sensitive to levels of endogenous dopamine, which can be released by pharmacological challenge. Here we use 11C-labelled raclopride and positron emission tomography scans to provide evidence that endogenous dopamine is released in the human striatum during a goal-directed motor task, namely a video game. Binding of raclopride to dopamine receptors in the striatum was significantly reduced during the video game compared with baseline levels of binding, consistent with increased release and binding of dopamine to its receptors. The reduction in binding of raclopride in the striatum positively correlated with the performance level during the task and was greatest in the ventral striatum. These results show, to our knowledge for the first time, behavioural conditions under which dopamine is released in humans, and illustrate the ability of positron emission tomography to detect neurotransmitter fluxes in vivo during manipulations of behaviour.
Article
Full-text available
Affective experience has been described in terms of two primary dimensions: intensity and valence. In the human brain, it is intrinsically difficult to dissociate the neural coding of these affective dimensions for visual and auditory stimuli, but such dissociation is more readily achieved in olfaction, where intensity and valence can be manipulated independently. Using event-related functional magnetic resonance imaging (fMRI), we found amygdala activation to be associated with intensity, and not valence, of odors. Activity in regions of orbitofrontal cortex, in contrast, were associated with valence independent of intensity. These findings show that distinct olfactory regions subserve the analysis of the degree and quality of olfactory stimulation, suggesting that the affective representations of intensity and valence draw upon dissociable neural substrates.
Article
Full-text available
Human anterior cingulate function has been explained primarily within a cognitive framework. We used functional MRI experiments with simultaneous electrocardiography to examine regional brain activity associated with autonomic cardiovascular control during performance of cognitive and motor tasks. Using indices of heart rate variability, and high- and low-frequency power in the cardiac rhythm, we observed activity in the dorsal anterior cingulate cortex (ACC) related to sympathetic modulation of heart rate that was dissociable from cognitive and motor-related activity. The findings predict that during effortful cognitive and motor behaviour the dorsal ACC supports the generation of associated autonomic states of cardiovascular arousal. We subsequently tested this prediction by studying three patients with focal damage involving the ACC while they performed effortful cognitive and motor tests. Each showed abnormalities in autonomic cardiovascular responses with blunted autonomic arousal to mental stress when compared with 147 normal subjects tested in identical fashion. Thus, converging neuroimaging and clinical findings suggest that ACC function mediates context-driven modulation of bodily arousal states.
Article
Full-text available
Technical and conceptual advances in functional magnetic resonance imaging now allow visualization of real-time changes in oxygenation of deep subcortical regions, leading to rapid advances in scientific characterization of the neural substrates that underlie reward prediction in humans. Neuroimaging research over the past year has focused on determining the necessary neural substrates for reward prediction. While the orbitofrontal cortex has long been implicated in modality-specific reward representation, the ventral striatum (particularly the nucleus accumbens) may play a role in modality-independent representations of predicted reward. On the other hand, the mesial prefrontal cortex appears to play a role in representing reward prediction error and the dorsal caudate in linking reward to behavior. Theoretically, future studies will need to establish the specificity of these responses to reward versus punishment and anticipation versus outcome. Clinically, current findings suggest that patients can predict reward without a prefrontal cortex, but should experience difficulty correcting their behavior when reward predictions are violated.
Article
Full-text available
A primary behavioral pathology in drug addiction is the overpowering motivational strength and decreased ability to control the desire to obtain drugs. In this review the authors explore how advances in neurobiology are approaching an understanding of the cellular and circuitry underpinnings of addiction, and they describe the novel pharmacotherapeutic targets emerging from this understanding. Findings from neuroimaging of addicts are integrated with cellular studies in animal models of drug seeking. While dopamine is critical for acute reward and initiation of addiction, end-stage addiction results primarily from cellular adaptations in anterior cingulate and orbitofrontal glutamatergic projections to the nucleus accumbens. Pathophysiological plasticity in excitatory transmission reduces the capacity of the prefrontal cortex to initiate behaviors in response to biological rewards and to provide executive control over drug seeking. Simultaneously, the prefrontal cortex is hyperresponsive to stimuli predicting drug availability, resulting in supraphysiological glutamatergic drive in the nucleus accumbens, where excitatory synapses have a reduced capacity to regulate neurotransmission. Cellular adaptations in prefrontal glutamatergic innervation of the accumbens promote the compulsive character of drug seeking in addicts by decreasing the value of natural rewards, diminishing cognitive control (choice), and enhancing glutamatergic drive in response to drug-associated stimuli.
Article
Full-text available
With recent investigation beginning to reveal the cortical and subcortical neuroanatomical correlates of humor appreciation, the present event-related functional MRI (fMRI) study was designed to elucidate sex-specific recruitment of these humor related networks. Twenty healthy subjects (10 females) underwent fMRI scanning while subjectively rating 70 verbal and nonverbal achromatic cartoons as funny or unfunny. Data were analyzed by comparing blood oxygenation-level-dependent signal activation during funny and unfunny stimuli. Males and females share an extensive humor-response strategy as indicated by recruitment of similar brain regions: both activate the temporal-occipital junction and temporal pole, structures implicated in semantic knowledge and juxtaposition, and the inferior frontal gyrus, likely to be involved in language processing. Females, however, activate the left prefrontal cortex more than males, suggesting a greater degree of executive processing and language-based decoding. Females also exhibit greater activation of mesolimbic regions, including the nucleus accumbens, implying greater reward network response and possibly less reward expectation. These results indicate sex-specific differences in neural response to humor with implications for sex-based disparities in the integration of cognition and emotion. • executive function • male/female • reward • functional MRI
Article
Full-text available
The authors examined gender differences in d-amphetamine-induced displacements of [(18)F]fallypride in the striatal and extrastriatal brain regions and the correlations of these displacements with cognition and sensation seeking. Six women and seven men underwent positron emission tomography (PET) with [(18)F]fallypride before and after an oral dose of d-amphetamine. Percent displacements were calculated using regions of interest and parametric images of dopamine 2 (D(2)) receptor binding potential. Parametric images of dopamine release suggest that the female subjects had greater dopamine release than the male subjects in the right globus pallidus and right inferior frontal gyrus. Gender differences were observed in correlations of changes in cognition and sensation seeking with regional dopamine release. Findings revealed a greater dopamine release in women as well as gender differences in the relationship between regional dopamine release and sensation seeking and cognition.
Article
Full-text available
Men are generally more interested in and responsive to visual sexually arousing stimuli than are women. Here we used functional magnetic resonance imaging (fMRI) to show that the amygdala and hypothalamus are more strongly activated in men than in women when viewing identical sexual stimuli. This was true even when women reported greater arousal. Sex differences were specific to the sexual nature of the stimuli, were restricted primarily to limbic regions, and were larger in the left amygdala than the right amygdala. Men and women showed similar activation patterns across multiple brain regions, including ventral striatal regions involved in reward. Our findings indicate that the amygdala mediates sex differences in responsiveness to appetitive and biologically salient stimuli; the human amygdala may also mediate the reportedly greater role of visual stimuli in male sexual behavior, paralleling prior animal findings.
Article
Full-text available
In addition to classic motor signs and symptoms, Parkinson's disease (PD) is characterized by neuropsychological and emotional deficits, including a blunted emotional response. In the present study, we explored both the neural basis of abnormal emotional behavior in PD and the physiological effects of dopaminergic therapy on the response of the amygdala, a central structure in emotion processing. PD patients and matched normal controls (NCs) were studied with blood oxygenation level-dependent functional magnetic resonance imaging during a paradigm that involved perceptual processing of fearful stimuli. PD patients were studied twice, once during a relatively hypodopaminergic state (i.e., > or =12 hr after their last dose of dopamimetic treatment) and again during a dopamine-replete state. The imaging data revealed a robust bilateral amygdala response in NCs that was absent in PD patients during the hypodopaminergic state. Dopamine repletion partially restored this response in PD patients. Our results demonstrate an abnormal amygdala response in PD that may underlie the emotional deficits accompanying the disease. Furthermore, consistent with findings in experimental animal paradigms, our results provide in vivo evidence of the role of dopamine in modulating the response of the amygdala to sensory information in human subjects.
Article
This research enhances the understanding of cultural differences in the degree of territoriality in residence halls and how territorial behavior differs based on gender, culture, and knowing one's roommate previously. The present study was conducted in two distinct cultures: American, representing a noncontact culture, and Turkish, representing a contact culture. The sample was representative of male and female freshmen living in double-occupancy rooms at single-sex residence halls. Factor analysis yielded two dimensions of territorial experience: firmness of boundaries and personalization and claiming. In both cultures, men tended to exhibit more nonsharing behavior and less personalization of space than women. Regardless of culture and gender, students who knew their roommates tended to share their personal belongings and other features of the room to a greater extent than students who did not know their roommates previously. American students experienced their rooms as more personal and expressive of the self than did Turkish students.
Article
In earlier studies, it was shown that male rats were considerably more sensitive to the antinociceptive properties of morphine than females in several antinociceptive assays. The purpose of our studies was to examine whether these male-female differences might be due to differences in the blood and brain levels of morphine attained after its s.c. injection rather than to intrinsic differences in the central nervous system sensitivity to the drug. Our results confirmed that males were considerably more sensitive than females to the antinociceptive properties of morphine on the hot-plate test; the ED50 in males was approximately half that found in females. These sex differences were not unique to morphine because males were also more sensitive to the antinociceptive properties of the potent mu agonist, alfentanil. With respect to the pharmacokinetics of morphine, we found that there was a linear relationship in both males and females between the dose of morphine injected and the blood and brain levels achieved 60 min after the injection when the sex-linked differences in morphine-induced antinociception was greatest; no sex differences were found in the peak levels of morphine attained in blood or brain at any dose of morphine. Furthermore, there were no sex-linked differences in the elimination half-life of morphine from blood and, similarly, there were no differences in the disappearance of morphine from brain. On the basis of these data, it appears that the sex-related differences we have observed between males and females in the response to morphine's antinociceptive activity cannot be explained by differences in the pharmacokinetics of morphine. Rather, it appears that sex differences in morphine-induced antinociception are related to inherent differences in the sensitivity of the brain to morphine.
Article
As computer game playing is a popular activity among adolescents, a questionnaire study was undertaken with 387 adolescents (12-16 years of age) to establish their "dependence" using a scale adapted from the DSM-III-R criteria for pathological gambling. Analysis indicated that one in five adolescents were currently "dependent" upon computer games. Boys played significantly more regularly than girls and were more likely to be classified as "dependent." The earlier children began playing computer games it appeared the more likely they were to be playing at "dependent" levels. These and other results are discussed in relation to research on other gaming dependencies.
Article
We tested the possibility suggested by previous imaging studies that amygdala participation in the storage of emotionally influenced memory is differentially lateralized in men and women. Male and female subjects received two PET scans for regional cerebral glucose-one while viewing a series of emotionally provocative (negative) films, and a second while viewing a series of matched, but emotionally more neutral, films. Consistent with suggestions from several previously published studies, enhanced activity of the right, but not the left, amygdala in men was related to enhanced memory for the emotional films. Conversely, enhanced activity of the left, but not the right, amygdala in women was related to enhanced memory for the emotional films. These results demonstrate a clear gender-related lateralization of amygdala involvement in emotionally influenced memory, and indicate that theories of the neurobiology of emotionally influenced memory must begin to account for the influence of gender.
Article
Rats show gender differences in responses to morphine and the N-methyl-D-aspartate receptor antagonist dizocilpine (MK-801); the role of sex steroids in mediating these differences is unclear. We tested the overall hypothesis that circulating gonadal steroids determine the gender differences in morphine- and MK-801-induced behavior and c-Fos expression. Morphine caused a greater expression of c-Fos in the striatum of intact males than of that females, which was independent of sex steroids. MK-801 completely inhibited morphine-induced c-Fos in intact females but only caused partial inhibition in intact males; castrated males showed complete inhibition, which was reversed by testosterone, but gonadal steroids had no effect on this response in females. In thalamus, there was a large sex difference in the response to MK-801 that was independent of gonadal steroids. Behavioral responses to morphine were greater in males, but responses to MK-801 were greater in females; both were sex steroid independent. These findings show significant sex differences in response to morphine and MK-801 that are mediated by sex steroid-dependent and -independent mechanisms, which may be important in treatment outcomes of drug addiction.
Article
A subset of caudate neurons fires before cues that instruct the monkey what he should do. To test the hypothesis that the anticipatory activity of such neurons depends on the context of stimulus-reward mapping, we examined their activity while the monkeys performed a memory-guided saccade task in which either the position or the color of a cue indicated presence or absence of reward. Some neurons showed anticipatory activity only when a particular position was associated with reward, while others fired selectively for color-reward associations. The functional segregation suggests that caudate neurons participate in feature-based anticipation of visual information that predicts reward. This neuronal code influences the general activity level in response to visual features without improving the quality of visual discrimination.
Article
The aim of this study was to determine the brain regions involved in anticipation of a primary taste reward and to compare these regions to those responding to the receipt of a taste reward. Using fMRI, we scanned human subjects who were presented with visual cues that signaled subsequent reinforcement with a pleasant sweet taste (1 M glucose), a moderately unpleasant salt taste (0.2 M saline), or a neutral taste. Expectation of a pleasant taste produced activation in dopaminergic midbrain, posterior dorsal amygdala, striatum, and orbitofrontal cortex (OFC). Apart from OFC, these regions were not activated by reward receipt. The findings indicate that when rewards are predictable, brain regions recruited during expectation are, in part, dissociable from areas responding to reward receipt.
Article
Cognitive neuroscience aims to delineate principles of brain-behavior relations by characterizing both common mechanisms across, and individual differences among, individuals. Both approaches are relevant for the study of the amygdala, a critical structure for the processing of emotional signals ([1
Article
The analysis of functional magnetic resonance imaging (fMRI) time-series data can provide information not only about task-related activity, but also about the connectivity (functional or effective) among regions and the influences of behavioral or physiologic states on that connectivity. Similar analyses have been performed in other imaging modalities, such as positron emission tomography. However, fMRI is unique because the information about the underlying neuronal activity is filtered or convolved with a hemodynamic response function. Previous studies of regional connectivity in fMRI have overlooked this convolution and have assumed that the observed hemodynamic response approximates the neuronal response. In this article, this assumption is revisited using estimates of underlying neuronal activity. These estimates use a parametric empirical Bayes formulation for hemodynamic deconvolution.
Article
We aimed to investigate the neural substrates associated with evaluative process of moral emotions. Using functional magnetic resonance imaging (fMRI), we examined the similarities and differences between evaluative process of guilt and that of embarrassment at the neural basis level. Study of the neural basis of judgments of moral emotions might contribute to a better understanding of the amoral behavior observed in neurological and psychiatric disorders. Nineteen healthy volunteers were studied. The participants read sentences carrying neutral, guilty, or embarrassing contents during the scans. Both guilt and embarrassment conditions commonly activated the medial prefrontal cortex (MPFC), left posterior superior temporal sulcus (STS), and visual cortex. Compared to guilt condition, embarrassment condition produced greater activation in the right temporal cortex (anterior), bilateral hippocampus, and visual cortex. Most of these regions have been implicated in the neural substrate of social cognition or Theory of Mind (ToM). Our results support the idea that both are self-conscious emotions, which are social emotions requiring the ability to represent the mental states of others. At the same time, our functional fMRI data are in favor of the notion that evaluative process of embarrassment might be a more complex process than that of guilt.
Article
This review outlines recent findings from human neuroimaging concerning the role of a highly interconnected network of brain areas including orbital and medial prefrontal cortex, amygdala, striatum and dopaminergic mid-brain in reward processing. Distinct reward-related functions can be attributed to different components of this network. Orbitofrontal cortex is involved in coding stimulus reward value and in concert with the amygdala and ventral striatum is implicated in representing predicted future reward. Such representations can be used to guide action selection for reward, a process that depends, at least in part, on orbital and medial prefrontal cortex as well as dorsal striatum.
Article
Traditional neuroimaging studies have mainly focused on brain activity derived from a simple stimulus and task. Therefore, little is known about brain activity during daily operations. In this study, we investigated hemodynamic changes in the dorsal prefrontal cortex (DPFC) during video games as one of daily amusements, using near infrared spectroscopy technique. It was previously reported that oxygenated hemoglobin (oxyHb) in adults' DPFC decreased during prolonged game playing time. In the present study, we examined whether similar changes were observed in children. Twenty children (7-14 years old) participated in our study, but only 13 of them were eventually subject to analysis. They played one or two commercially available video games; namely a fighting and a puzzle game, for 5 min. We used changes in concentration of oxyHb as an indicator of brain activity and consequently, most of the children exhibited a sustained game-related oxyHb decrease in DPFC. Decrease patterns of oxyHb in children during video game playing time did not differ from those in adults. There was no significant correlation between ages or game performances and changes in oxyHb. These findings suggest that game-related oxyHb decrease in DPFC is a common phenomenon to adults and children at least older than 7 years old, and we suggest that this probably results from attention demand from the video games rather than from subject's age and performance.
Article
Recent neuroimaging studies have established a sex-related hemispheric lateralization of amygdala involvement in memory for emotionally arousing material. Here, we examine the possibility that sex-related differences in amygdala involvement in memory for emotional material develop from differential patterns of amygdala functional connectivity evident in the resting brain. Seed voxel partial least square analyses of regional cerebral blood flow data revealed significant sex-related differences in amygdala functional connectivity during resting conditions. The right amygdala was associated with greater functional connectivity in men than in women. In contrast, the left amygdala was associated with greater functional connectivity in women than in men. Furthermore, the regions displaying stronger functional connectivity with the right amygdala in males (sensorimotor cortex, striatum, pulvinar) differed from those displaying stronger functional connectivity with the left amygdala in females (subgenual cortex, hypothalamus). These differences in functional connectivity at rest may link to sex-related differences in medical and psychiatric disorders.
Article
Functional neuroimaging studies have started unravelling unexpected functional attributes for the posteromedial portion of the parietal lobe, the precuneus. This cortical area has traditionally received little attention, mainly because of its hidden location and the virtual absence of focal lesion studies. However, recent functional imaging findings in healthy subjects suggest a central role for the precuneus in a wide spectrum of highly integrated tasks, including visuo-spatial imagery, episodic memory retrieval and self-processing operations, namely first-person perspective taking and an experience of agency. Furthermore, precuneus and surrounding posteromedial areas are amongst the brain structures displaying the highest resting metabolic rates (hot spots) and are characterized by transient decreases in the tonic activity during engagement in non-self-referential goal-directed actions (default mode of brain function). Therefore, it has recently been proposed that precuneus is involved in the interwoven network of the neural correlates of self-consciousness, engaged in self-related mental representations during rest. This hypothesis is consistent with the selective hypometabolism in the posteromedial cortex reported in a wide range of altered conscious states, such as sleep, drug-induced anaesthesia and vegetative states. This review summarizes the current knowledge about the macroscopic and microscopic anatomy of precuneus, together with its wide-spread connectivity with both cortical and subcortical structures, as shown by connectional and neurophysiological findings in non-human primates, and links these notions with the multifaceted spectrum of its behavioural correlates. By means of a critical analysis of precuneus activation patterns in response to different mental tasks, this paper provides a useful conceptual framework for matching the functional imaging findings with the specific role(s) played by this structure in the higher-order cognitive functions in which it has been implicated. Specifically, activation patterns appear to converge with anatomical and connectivity data in providing preliminary evidence for a functional subdivision within the precuneus into an anterior region, involved in self-centred mental imagery strategies, and a posterior region, subserving successful episodic memory retrieval.
Article
Visual stimuli can acquire positive or negative value through their association with rewards and punishments, a process called reinforcement learning. Although we now know a great deal about how the brain analyses visual information, we know little about how visual representations become linked with values. To study this process, we turned to the amygdala, a brain structure implicated in reinforcement learning. We recorded the activity of individual amygdala neurons in monkeys while abstract images acquired either positive or negative value through conditioning. After monkeys had learned the initial associations, we reversed image value assignments. We examined neural responses in relation to these reversals in order to estimate the relative contribution to neural activity of the sensory properties of images and their conditioned values. Here we show that changes in the values of images modulate neural activity, and that this modulation occurs rapidly enough to account for, and correlates with, monkeys' learning. Furthermore, distinct populations of neurons encode the positive and negative values of visual stimuli. Behavioural and physiological responses to visual stimuli may therefore be based in part on the plastic representation of value provided by the amygdala.
Article
Sex differences in addictive disorders have been described. Preclinical studies have implicated the striatal dopamine system in these differences, but human studies have yet to substantiate these findings. Using positron emission tomography (PET) scans with high-specific-activity [11C] raclopride and a reference tissue approach, we compared baseline striatal dopamine binding potential (BP) and dopamine release in men and women following amphetamine and placebo challenges. Subjective drug effects and plasma cortisol and growth hormone responses were also examined. Although there was no sex difference in baseline BP, men had markedly greater dopamine release than women in the ventral striatum. Secondary analyses indicated that men also had greater dopamine release in three of four additional striatal regions. Paralleling the PET findings, men's ratings of the positive effects of amphetamine were greater than women's. We found no sex difference in neuroendocrine hormone responses. We report for the first time a sex difference in dopamine release in humans. The robust dopamine release in men could account for increased vulnerability to stimulant use disorders and methamphetamine toxicity. Our findings indicate that future studies should control for sex and may have implications for the interpretation of sex differences in other illnesses involving the striatum.
Article
Jealousy-related behaviors such as intimate partner violence and morbid jealousy are more common in males. Principal questionnaire studies suggest that men and women have different modules to process cues of sexual and emotional infidelity. We aimed to elucidate the neural response to sentences depicting sexual and emotional infidelity in men and women using functional magnetic resonance imaging. Although there was no sex difference in the self-rating score of jealousy for sexual and emotional infidelity, men and women showed different brain activation patterns in response to the two types of infidelity. During jealous conditions, men demonstrated greater activation than women in the brain regions involved in sexual/aggressive behaviors such as the amygdala and hypothalamus. In contrast, women demonstrated greater activation in the posterior superior temporal sulcus. Our fMRI results are in favor of the notion that men and women have different neuropsychological modules to process sexual and emotional infidelity. Our findings might contribute to a better understanding of the neural basis of the jealousy-related behaviors predominantly observed in males.
Dopamine modulates the response of the human amygdala: a study in Parkinson’s disease Journal ofPsychiatry duringrestingconditionsxxx ARTICLE IN PRESS Please cite this article in press as: Hoeft F et al., Gender differences in the mesocorticolimbic system
  • F Hoeft
Dopamine modulates the response of the human amygdala: a study in Parkinson’s disease. Journal of Neuroscience 2002;22:9099–103. Journal ofPsychiatry duringrestingconditions. 6 F. Hoeft et al./Journal of Psychiatric Research xxx (2008) xxx–xxx ARTICLE IN PRESS Please cite this article in press as: Hoeft F et al., Gender differences in the mesocorticolimbic system ..., Journal of Psychiatric Research (2008), doi:10.1016/j.jpsychires.2007.11.010
Amygdala response to happy faces as a function of extraversion The precuneus: a review of its functional anatomy and behavioural correlates
  • Canli T H Sivers
  • Whitfield
  • Sl
  • Gotlib Ih
  • Gabrieli
  • Jd
Canli T, Sivers H, Whitfield SL, Gotlib IH, Gabrieli JD. Amygdala response to happy faces as a function of extraversion. Science 2002;296:2191. Cavanna AE, Trimble MR. The precuneus: a review of its functional anatomy and behavioural correlates. Brain 2006;129:564–83.
Men and women differ in amygdala response to visual sexual stimuli
  • S Hamann
  • Ra Herman
  • Cl Nolan
  • K Wallen
Hamann S, Herman RA, Nolan CL, Wallen K. Men and women differ in amygdala response to visual sexual stimuli. Nature Neuroscience 2004;7:411-6.
Men and women differ in amygdala response to visual sexual stimuli
  • Hamann