1
|
Ding K, Shen Y, Liu Q, Li H. The Effects of Digital Addiction on Brain Function and Structure of Children and Adolescents: A Scoping Review. Healthcare (Basel) 2023; 12:15. [PMID: 38200921 PMCID: PMC10779052 DOI: 10.3390/healthcare12010015] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/14/2023] [Revised: 12/18/2023] [Accepted: 12/18/2023] [Indexed: 01/12/2024] Open
Abstract
The escalating prevalence of studies investigating digital addiction (DA) and its detrimental impact on the human brain's structure and functionality has been noticeable in recent years. Yet, an overwhelming majority of these reviews have been predominantly geared towards samples comprising college students or adults and have only inspected a single variant of DA, such as internet gaming disorder, internet addiction disorder, problematic smartphone use, tablet overuse, and so forth. Reviews focusing on young children and adolescents (ages 0-18), or those which amalgamate various types of DA, are decidedly scarce. Given this context, summarizing the effects of DA on brain structure and functionality during the vital developmental stage (0-18 years) is of immense significance. A scoping review, complying with the PRISMA extension for such reviews, was conducted to amalgamate findings from 28 studies spanning a decade (2013-2023) and to examine the influence of assorted forms of DA on the brains of children and adolescents (0-18 years). The synthesized evidence indicated two primary results: (1) DA exerts harmful effects on the structure and functionality of the brains of children and adolescents, and (2) the prefrontal lobe is the region most consistently reported as impacted across all research. Furthermore, this review discerned a notable void of studies investigating the neural indices of digital addiction, along with a shortage of studies focusing on young children (0-6 years old) and longitudinal evidence. This research could provide the necessary theoretical basis for the thwarting and intervention of digital addiction, a measure indispensable for ensuring healthy brain development in children and adolescents.
Collapse
Affiliation(s)
- Keya Ding
- Shanghai Institute of Early Childhood Education, Shanghai Normal University, Shanghai 200233, China; (K.D.); (Y.S.); (Q.L.)
| | - Yining Shen
- Shanghai Institute of Early Childhood Education, Shanghai Normal University, Shanghai 200233, China; (K.D.); (Y.S.); (Q.L.)
| | - Qianming Liu
- Shanghai Institute of Early Childhood Education, Shanghai Normal University, Shanghai 200233, China; (K.D.); (Y.S.); (Q.L.)
| | - Hui Li
- Faculty of Education and Human Development, The Education University of Hong Kong, 10 Lo Ping Road, Hong Kong
| |
Collapse
|
2
|
Moshel ML, Warburton WA, Batchelor J, Bennett JM, Ko KY. Neuropsychological Deficits in Disordered Screen Use Behaviours: A Systematic Review and Meta-analysis. Neuropsychol Rev 2023:10.1007/s11065-023-09612-4. [PMID: 37695451 DOI: 10.1007/s11065-023-09612-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/21/2022] [Accepted: 08/01/2023] [Indexed: 09/12/2023]
Abstract
Over the last few decades, excessive and disordered screen use has become more prevalent, prompting investigations into its associated consequences. The extent to which disordered screen use behaviours impact neuropsychological functioning has been reportedly mixed and at times inconsistent. This review sought to synthesise the literature and estimate the magnitude of overall cognitive impairment across a wide range of disordered screen use behaviours. We also sought to determine the cognitive domains most impacted, and whether the observed impairments were moderated by the classification of screen-related behaviours (i.e., Internet or gaming) or the format of cognitive test administration (i.e., paper-and-pencil or computerised). A systematic search of databases (Embase, PsycINFO, MEDLINE) identified 43 cross-sectional articles that assessed neuropsychological performance in disordered screen use populations, 34 of which were included in the meta-analysis. A random-effects meta-analysis revealed significant small/medium (g = .38) cognitive deficits for individuals with disordered screen use behaviours relative to controls. The most affected cognitive domain with a significant medium effect size (g = .50) was attention and focus followed by a significant reduction in executive functioning (g = .31). The classification of disordered screen use behaviours into Internet or gaming categories or the format of cognitive testing did not moderate these deficits. Additionally, excluding disordered social media use in an exploratory analysis had little effect on the observed outcomes. This study highlights a number of methodological considerations that may have contributed to disparate findings and shows that disordered screen use can significantly impact cognitive performance. Recommendations for future research are also discussed. Data for this study can be found at https://osf.io/upeha/ .
Collapse
Affiliation(s)
- Michoel L Moshel
- School of Psychological Sciences, Macquarie University, Sydney, Australia.
| | - Wayne A Warburton
- School of Psychological Sciences, Macquarie University, Sydney, Australia
| | - Jennifer Batchelor
- School of Psychological Sciences, Macquarie University, Sydney, Australia
| | - Joanne M Bennett
- School of Behavioural and Health Sciences, Australian Catholic University, Sydney, Australia
| | - Katherine Y Ko
- School of Psychological Sciences, Macquarie University, Sydney, Australia
| |
Collapse
|
3
|
Chaarani B, Ortigara J, Yuan D, Loso H, Potter A, Garavan HP. Association of Video Gaming With Cognitive Performance Among Children. JAMA Netw Open 2022; 5:e2235721. [PMID: 36279138 PMCID: PMC9593235 DOI: 10.1001/jamanetworkopen.2022.35721] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/14/2022] Open
Abstract
IMPORTANCE Although most research has linked video gaming to subsequent increases in aggressive behavior in children after accounting for prior aggression, findings have been divided with respect to video gaming's association with cognitive skills. OBJECTIVE To examine the association between video gaming and cognition in children using data from the Adolescent Brain Cognitive Development (ABCD) study. DESIGN, SETTING, AND PARTICIPANTS In this case-control study, cognitive performance and blood oxygen level-dependent (BOLD) signal were compared in video gamers (VGs) and non-video gamers (NVGs) during response inhibition and working memory using task-based functional magnetic resonance imaging (fMRI) in a large data set of 9- and 10-year-old children from the ABCD study, with good control of demographic, behavioral, and psychiatric confounding effects. A sample from the baseline assessment of the ABCD 2.0.1 release in 2019 was largely recruited across 21 sites in the US through public, private, and charter elementary schools using a population neuroscience approach to recruitment, aiming to mirror demographic variation in the US population. Children with valid neuroimaging and behavioral data were included. Some exclusions included common MRI contraindications, history of major neurologic disorders, and history of traumatic brain injury. EXPOSURES Participants completed a self-reported screen time survey including an item asking children to report the time specifically spent on video gaming. All fMRI tasks were performed by all participants. MAIN OUTCOMES AND MEASURES Video gaming time, cognitive performance, and BOLD signal assessed with n-back and stop signal tasks on fMRI. Collected data were analyzed between October 2019 and October 2020. RESULTS A total of 2217 children (mean [SD] age, 9.91 [0.62] years; 1399 [63.1%] female) participated in this study. The final sample used in the stop signal task analyses consisted of 1128 NVGs (0 gaming hours per week) and 679 VGs who played at least 21 hours per week. The final sample used in the n-back analyses consisted of 1278 NVGs who had never played video games (0 hours per week of gaming) and 800 VGs who played at least 21 hours per week. The VGs performed better on both fMRI tasks compared with the NVGs. Nonparametric analyses of fMRI data demonstrated a greater BOLD signal in VGs in the precuneus during inhibitory control. During working memory, a smaller BOLD signal was observed in VGs in parts of the occipital cortex and calcarine sulcus and a larger BOLD signal in the cingulate, middle, and frontal gyri and the precuneus. CONCLUSIONS AND RELEVANCE In this study, compared with NVGs, VGs were found to exhibit better cognitive performance involving response inhibition and working memory as well as altered BOLD signal in key regions of the cortex responsible for visual, attention, and memory processing. The findings are consistent with videogaming improving cognitive abilities that involve response inhibition and working memory and altering their underlying cortical pathways.
Collapse
Affiliation(s)
- Bader Chaarani
- Department of Psychiatry, University of Vermont, Burlington
| | | | - DeKang Yuan
- Department of Psychiatry, University of Vermont, Burlington
| | - Hannah Loso
- Department of Psychiatry, University of Vermont, Burlington
| | | | | |
Collapse
|
4
|
Liebherr M, Kohler M, Brailovskaia J, Brand M, Antons S. Screen Time and Attention Subdomains in Children Aged 6 to 10 Years. CHILDREN 2022; 9:children9091393. [PMID: 36138702 PMCID: PMC9497664 DOI: 10.3390/children9091393] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 08/11/2022] [Revised: 08/30/2022] [Accepted: 09/12/2022] [Indexed: 12/03/2022]
Abstract
Using digital media has become the most popular leisure activity for children and adolescents. The effects of digital media use on the developing brain and cognitive processes of children are subject to debate. Here, we examine the effect of digital media use on attention subdomains in children aged 6 to 10 years. In total, 77 children participated in the study. Selective and divided attention as well as switching between attentional subdomains were quantified by the SwAD-task. Parents were asked to assess the screen time of their children (smartphone, laptop/PC, game console, tablet, TV). Results show no main or interaction effects of screen time on any of the attention conditions investigated. Based on the present findings as well as previous studies, we suggest a possible non-linear relationship between the amount of screen time and attention function. Furthermore, we emphasize the relevance of considering the socio-economic background of children and a need for longitudinal studies.
Collapse
Affiliation(s)
- Magnus Liebherr
- Department of General Psychology: Cognition & Center for Behavioral Addiction Research, University of Duisburg-Essen, Magnus Liebherr, Forsthausweg 2, 47057 Duisburg, Germany
- Erwin L. Hahn Institute for Magnetic Resonance Imaging, 45141 Essen, Germany
- Correspondence: ; Tel.: +49-203-3793198; Fax: +49-203-3791846
| | - Mark Kohler
- School of Psychology, University of Adelaide, Adelaide, SA 5005, Australia
| | - Julia Brailovskaia
- Department of Clinical Psychology and Psychotherapy, Mental Health Research and Treatment Center, Ruhr-Universität Bochum, 44801 Bochum, Germany
| | - Matthias Brand
- Department of General Psychology: Cognition & Center for Behavioral Addiction Research, University of Duisburg-Essen, Magnus Liebherr, Forsthausweg 2, 47057 Duisburg, Germany
- Erwin L. Hahn Institute for Magnetic Resonance Imaging, 45141 Essen, Germany
| | - Stephanie Antons
- Department of General Psychology: Cognition & Center for Behavioral Addiction Research, University of Duisburg-Essen, Magnus Liebherr, Forsthausweg 2, 47057 Duisburg, Germany
- Erwin L. Hahn Institute for Magnetic Resonance Imaging, 45141 Essen, Germany
| |
Collapse
|
5
|
Tiraboschi GA, West GL, Boers E, Bohbot VD, Fitzpatrick C. Associations Between Video Game Engagement and ADHD Symptoms in Early Adolescence. J Atten Disord 2022; 26:1369-1378. [PMID: 35073778 DOI: 10.1177/10870547211073473] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
OBJECTIVE We aim to investigate the direction of causality of the association between adolescent video game playing and later development of ADHD symptoms using a population-based sample of Canadian Youth. METHOD The present study is based on longitudinal cohort data (N = 1,467). Youth self-reported weekly hours of video game playing as well as ADHD symptoms at both 12 and 13 years of age. RESULTS Cross-lagged panel model were estimated to examine how adolescent video game playing prospectively contributes to ADHD symptoms while simultaneously considering how adolescent ADHD symptoms may prospectively contribute to videogame playing. Analyses revealed a significant positive association between adolescent video games playing at age 12 and ADHD symptoms at age 13. Youth ADHD symptoms at age 12 did not predict video game use at age 13. CONCLUSION Our results help clarify the direction of causality of the association between video game playing and ADHD symptoms and provide evidence that video game playing can represent a risk factor for the development of attention problems in early adolescence.
Collapse
Affiliation(s)
| | - Greg L West
- University of Montreal, Montreal, QC, Canada
| | - Elroy Boers
- University of Montreal, Montreal, QC, Canada
| | | | | |
Collapse
|
6
|
Alsaad F, Binkhamis L, Alsalman A, Alabdulqader N, Alamer M, Abualait T, Khalil MS, Al Ghamdi KS. Impact of Action Video Gaming Behavior on Attention, Anxiety, and Sleep Among University Students. Psychol Res Behav Manag 2022; 15:151-160. [PMID: 35058721 PMCID: PMC8765604 DOI: 10.2147/prbm.s347694] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/17/2021] [Accepted: 01/07/2022] [Indexed: 11/23/2022] Open
Abstract
Background Recently, there has been an increase in the prevalence of action video gaming among adolescents and young adults. This has made video gaming a topic of interest for behavioral and higher brain cognitive function researchers. The present study investigated the impact and consequences of action video gaming on human behavior—specifically, attention, anxiety levels, and sleep patterns. Objective The study aimed to investigate the potential associations between action video gaming and attention, anxiety, and sleep. Methods Recruited participants (N = 97) were asked to independently complete an online questionnaire consisting of 4 sections: demographic data, gaming behavior, 8-item Epworth Sleepiness Scale, and 7-item Generalized Anxiety Disorders Scale. Participants were further divided into 2 groups (expert and non-expert video gamers) based on the number of hours they spent on action video games. After completing the questionnaires, the patients attended an on-site session, where they completed a validated psychological online battery test that assessed their sustained attention. Results The mean age of the participants was 21 years. There was a significant difference in attention between expert and non-expert video gamers; when exposed to stimuli, expert gamers displayed significantly shorter reaction times than the non-expert gamers (p < 0.05). Both groups showed a non-significant decrease in attention span throughout time. The data demonstrated no statistically significant difference in anxiety levels or daytime sleepiness between expert and non-expert video gamers, and minimal to mild anxiety levels were reported in most expert and non-expert gamers. Conclusion Expert video gamers were significantly more attentive compared to non-expert gamers, and most participants showed low levels of generalized anxiety. Accordingly, expanding our knowledge on the effects of action video games on attention span is important for creatively using games in the field of education, especially for those who suffer from attention deficit hyperactivity disorders.
Collapse
Affiliation(s)
- Fatimah Alsaad
- College of Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
| | - Lujain Binkhamis
- College of Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
| | - Amal Alsalman
- College of Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
| | - Njood Alabdulqader
- College of Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
- Correspondence: Njood Alabdulqader, Tel +966 543550801, Email
| | - Mashael Alamer
- College of Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
| | - Turki Abualait
- College of Applied Medical Sciences, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
| | - Mohamed S Khalil
- Department of Psychiatry, College of Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
| | - Kholoud S Al Ghamdi
- Department of Physiology, College of Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
| |
Collapse
|
7
|
Samson AD, Rohr CS, Park S, Arora A, Ip A, Tansey R, Comessotti T, Madigan S, Dewey D, Bray S. Videogame exposure positively associates with selective attention in a cross-sectional sample of young children. PLoS One 2021; 16:e0257877. [PMID: 34570826 PMCID: PMC8476027 DOI: 10.1371/journal.pone.0257877] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/28/2020] [Accepted: 09/13/2021] [Indexed: 11/18/2022] Open
Abstract
There is growing interest in how exposure to videogames is associated with young children's development. While videogames may displace time from developmentally important activities and have been related to lower reading skills, work in older children and adolescents has suggested that experience with attention-demanding/fast-reaction games positively associates with attention and visuomotor skills. In the current study, we assessed 154 children aged 4-7 years (77 male; mean age 5.38) whose parents reported average daily weekday recreational videogame time, including information about which videogames were played. We investigated associations between videogame exposure and children's sustained, selective, and executive attention skills. We found that videogame time was significantly positively associated only with selective attention. Longitudinal studies are needed to elucidate the directional association between time spent playing recreational videogames and attention skills.
Collapse
Affiliation(s)
- Alexandria D. Samson
- Alberta Children’s Hospital Research Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Rotman Research Institute, Baycrest Centre, Toronto, Ontario, Canada
- Department of Psychology, University of Toronto, Toronto, Ontario, Canada
| | - Christiane S. Rohr
- Alberta Children’s Hospital Research Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Child and Adolescent Imaging Research (CAIR) Program, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Hotchkiss Brain Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Department of Radiology, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
| | - Suhyeon Park
- Alberta Children’s Hospital Research Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Child and Adolescent Imaging Research (CAIR) Program, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Faculty of Medicine and Dentistry, University of Alberta, Edmonton, Alberta, Canada
| | - Anish Arora
- Alberta Children’s Hospital Research Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Child and Adolescent Imaging Research (CAIR) Program, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Faculty of Medicine and Dentistry, University of Alberta, Edmonton, Alberta, Canada
| | - Amanda Ip
- Alberta Children’s Hospital Research Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Child and Adolescent Imaging Research (CAIR) Program, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Hotchkiss Brain Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Department of Radiology, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
| | - Ryann Tansey
- Alberta Children’s Hospital Research Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Child and Adolescent Imaging Research (CAIR) Program, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Hotchkiss Brain Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Department of Radiology, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
| | - Tiana Comessotti
- Child and Adolescent Imaging Research (CAIR) Program, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
| | - Sheri Madigan
- Alberta Children’s Hospital Research Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Department of Psychology, University of Calgary, Calgary, Alberta, Canada
| | - Deborah Dewey
- Alberta Children’s Hospital Research Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Department of Community Health Sciences, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
| | - Signe Bray
- Alberta Children’s Hospital Research Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Child and Adolescent Imaging Research (CAIR) Program, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Hotchkiss Brain Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Department of Radiology, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- * E-mail:
| |
Collapse
|
8
|
Marciano L, Camerini AL, Morese R. The Developing Brain in the Digital Era: A Scoping Review of Structural and Functional Correlates of Screen Time in Adolescence. Front Psychol 2021; 12:671817. [PMID: 34512437 PMCID: PMC8432290 DOI: 10.3389/fpsyg.2021.671817] [Citation(s) in RCA: 15] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/24/2021] [Accepted: 08/06/2021] [Indexed: 12/12/2022] Open
Abstract
The widespread diffusion of screen-based devices in adolescence has fueled a debate about the beneficial and detrimental effects on adolescents’ well-being and development. With the aim of summarizing the existing literature on the associations between screen time (including Internet-related addictions) and adolescent brain development, the present scoping review summarized evidence from 16 task-unrelated and task-related neuroimaging studies, published between 2010 and 2020. Results highlight three important key messages: (i) a frequent and longer duration of screen-based media consumption (including Internet-related addictive behaviors) is related to a less efficient cognitive control system in adolescence, including areas of the Default Mode Network and the Central Executive Network; (ii) online activities act as strong rewards to the brain and repeated screen time augments the tendency to seek short-term gratifications; and (iii) neuroscientific research on the correlates between screen time and adolescent brain development is still at the beginning and in urgent need for further evidence, especially on the underlying causality mechanisms. Methodological, theoretical, and conceptual implications are discussed.
Collapse
Affiliation(s)
- Laura Marciano
- Institute of Public Health, Università della Svizzera italiana, Lugano, Switzerland
| | - Anne-Linda Camerini
- Institute of Public Health, Università della Svizzera italiana, Lugano, Switzerland
| | - Rosalba Morese
- Faculty of Biomedical Sciences, Università della Svizzera italiana, Lugano, Switzerland.,Faculty of Communication, Culture and Society, Università della Svizzera italiana, Lugano, Switzerland.,Department of Business Economics, Health and Social Care, University of Applied Sciences and Arts of Southern Switzerland, Manno, Switzerland
| |
Collapse
|
9
|
Raiha S, Yang G, Wang L, Dai W, Wu H, Meng G, Zhong B, Liu X. Altered Reward Processing System in Internet Gaming Disorder. Front Psychiatry 2020; 11:599141. [PMID: 33343426 PMCID: PMC7746551 DOI: 10.3389/fpsyt.2020.599141] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/26/2020] [Accepted: 11/10/2020] [Indexed: 11/17/2022] Open
Abstract
Converging evidence indicates that addiction involves impairment in reward processing systems. However, the patterns of dysfunction in different stages of reward processing in internet gaming addiction remain unclear. In previous studies, individuals with internet gaming disorder were found to be impulsive and risk taking, but there is no general consensus on the relation between impulsivity and risk-taking tendencies in these individuals. The current study explored behavioral and electrophysiological responses associated with different stages of reward processing among individuals with internet gaming disorders (IGDs) with a delayed discounting task and simple gambling tasks. Compared to the healthy control (HC) group, the IGD group discounted delays more steeply and made more risky choices, irrespective of the outcome. As for the event-related potential (ERP) results, during the reward anticipation stage, IGDs had the same stimulus-preceding negativity (SPN) for both large and small choices, whereas HCs exhibited a higher SPN in large vs. small choices. During the outcome evaluation stage, IGDs exhibited a blunted feedback-related negativity for losses vs. gains. The results indicate impairment across different stages of reward processing among IGDs. Moreover, we found negative correlation between impulsivity indexed by BIS-11 and reward sensitivity indexed by SPN amplitude during anticipation stage only, indicating different neural mechanisms at different stages of reward processing. The current study helps to elucidate the behavioral and neural mechanisms of reward processing in internet gaming addiction.
Collapse
Affiliation(s)
- Syeda Raiha
- Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences, Beijing, China
- Department of Psychology, University of Chinese Academy of Sciences, Beijing, China
| | - Guochun Yang
- Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences, Beijing, China
- Department of Psychology, University of Chinese Academy of Sciences, Beijing, China
| | - Lingxiao Wang
- Center for Cognition and Brain Disorders, The Affiliated Hospital of Hangzhou Normal University, Hangzhou, China
- Zhejiang Key Laboratory for Research in Assessment of Cognitive Impairments, Hangzhou, China
| | - Weine Dai
- Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences, Beijing, China
- Sino-Danish College, University of Chinese Academy of Sciences, Beijing, China
- Sino-Danish Center for Education and Research, Beijing, China
- CFIN and Pet Center, Aarhus University, Aarhus, Denmark
| | - Haiyan Wu
- Centre for Cognitive and Brain Sciences and Department of Psychology, University of Macau, Taipa, Macau
| | - Guangteng Meng
- Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences, Beijing, China
- Department of Psychology, University of Chinese Academy of Sciences, Beijing, China
| | - Bowei Zhong
- Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences, Beijing, China
- Department of Psychology, University of Chinese Academy of Sciences, Beijing, China
| | - Xun Liu
- Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences, Beijing, China
- Department of Psychology, University of Chinese Academy of Sciences, Beijing, China
| |
Collapse
|
10
|
Influence of action video gaming on spatial representation in the haptic modality. Exp Brain Res 2020; 238:2769-2781. [PMID: 32990773 PMCID: PMC7644526 DOI: 10.1007/s00221-020-05931-7] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/05/2020] [Accepted: 09/19/2020] [Indexed: 12/02/2022]
Abstract
Spatial representation in the haptic domain has been shown to be prone to systematic errors. When participants are asked to make two bars haptically parallel, their performance deviates from what would be veridically parallel. This is hypothesized to be caused by the bias of the egocentric reference frame. Stimulating the use of an allocentric reference frame has previously been shown to improve performance in haptic parallelity matching. The aim of the current study was to investigate the influence of action video game experience on parallelity performance. We hypothesized that participants who extensively play action video games with a so-called ‘bird’s-eye view’ are likely to process spatial information more allocentrically, resulting in better performance in haptic parallelity matching. This was tested in two groups of male participants, 10 participants with extensive action video gaming experience (AVGPs) and 10 participants without or hardly any action video gaming experience (NAVGPs). Additionally, the effect of visual–haptic practice on haptic parallelity performance was tested. In the haptic blocks, blindfolded participants had to feel the orientation of a reference bar with their non-dominant hand and had to match this orientation on a test bar with their dominant hand. In subsequent visual–haptic blocks, they had full view of the set-up and visually paralleled both bars. As hypothesized, AVGPs performed significantly better in haptic blocks than NAVGPs. Visual–haptic practice resulted in significantly better performance in subsequent haptic blocks in both groups. These results suggest that playing action video games might enhance haptic spatial representation, although a causative relationship still needs to be established.
Collapse
|
11
|
Ruiz-Marquez E, Prieto A, Mayas J, Toril P, Reales JM, Ballesteros S. Effects of Nonaction Videogames on Attention and Memory in Young Adults. Games Health J 2019; 8:414-422. [PMID: 31347931 DOI: 10.1089/g4h.2019.0004] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/10/2023] Open
Abstract
Objective: In this intervention study, we investigated the benefits of nonaction videogames on measures of selective attention and visuospatial working memory (WM) in young adults. Materials and Methods: Forty-eight young adults were randomly assigned to the experimental group or to the active control group. The experimental group played 10 nonaction adaptive videogames selected from Lumosity, whereas the active control group played two nonadaptive simulation-strategy games (SimCity and The Sims). Participants in both groups completed 15 training sessions of 30 minutes each. The training was conducted in small groups. All the participants were tested individually before and after training to assess possible transfer effects to selective attention, using a Cross-modal Oddball task, inhibition with the Stroop task, and visuospatial WM enhancements with the Corsi blocks task. Results: Participants improved videogame performance across the training sessions. The results of the transfer tasks show that the two groups benefited similarly from game training. They were less distracted and improved visuospatial WM. Conclusion: Overall, there was no significant interaction between group (group trained with adaptive nonaction videogames and the active control group that played simulation games) and session (pre- and post-assessment). As we did not have a passive nonintervention control group, we cannot conclude that adaptive nonaction videogames had a positive effect, because some external factors might account for the pre- and post-test improvements observed in both groups.
Collapse
Affiliation(s)
- Eloisa Ruiz-Marquez
- Studies on Aging and Neurodegenerative Diseases Research Group, Department of Basic Psychology II, Facultad de Psicología, Universidad Nacional de Educación a Distancia (UNED), Madrid, Spain
| | - Antonio Prieto
- Studies on Aging and Neurodegenerative Diseases Research Group, Department of Basic Psychology II, Facultad de Psicología, Universidad Nacional de Educación a Distancia (UNED), Madrid, Spain
| | - Julia Mayas
- Studies on Aging and Neurodegenerative Diseases Research Group, Department of Basic Psychology II, Facultad de Psicología, Universidad Nacional de Educación a Distancia (UNED), Madrid, Spain
| | - Pilar Toril
- Studies on Aging and Neurodegenerative Diseases Research Group, Department of Basic Psychology II, Facultad de Psicología, Universidad Nacional de Educación a Distancia (UNED), Madrid, Spain
| | - José Manuel Reales
- Department Methodology of the Behavioral Sciences, Facultad de Psicología, Universidad Nacional de Educación a Distancia (UNED), Madrid, Spain
| | - Soledad Ballesteros
- Studies on Aging and Neurodegenerative Diseases Research Group, Department of Basic Psychology II, Facultad de Psicología, Universidad Nacional de Educación a Distancia (UNED), Madrid, Spain
| |
Collapse
|
12
|
Petilli MA, Trisolini DC, Daini R. Sustained-Paced Finger Tapping: A Novel Approach to Measure Internal Sustained Attention. Front Psychol 2018; 9:881. [PMID: 29899722 PMCID: PMC5988885 DOI: 10.3389/fpsyg.2018.00881] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/04/2017] [Accepted: 05/15/2018] [Indexed: 11/13/2022] Open
Abstract
Sustained attention is a fundamental prerequisite for all cognitive functions and its impairment is a common aftermath of both developmental and acquired neurological disorders. To date, all the sustained attention tasks rely heavily on selective attention to external stimuli. The interaction between selective and sustained attention represents a limit in the field of assessment and may mislead researchers or distort conclusions. The aim of the present perspective study was to propose a sustained version of the Paced Finger Tapping (S-PFT) test as a novel approach to measure sustained attention that does not leverage external stimuli. Here, we administered S-PFT and other attentional tasks (visual sustained attention, visuospatial attention capacity, selective attention, and divided attention tasks) to 85 adolescents. Thus, we provide evidence suggesting that S-PFT is effective in causing performance decrement over time, an important trademark of sustained attention tasks. We also present descriptive statistics showing the relationship between S-PFT and the other attentional tasks. These analyses show that, unlike visual sustained attention tests, performances to our task of internal sustained attention were not correlated to measures of selective attention and visuospatial attention capacity. Our results suggest that S-PFT could represent a promising and alternative tool both for empirical research and clinical assessment of sustained attention.
Collapse
Affiliation(s)
- Marco A Petilli
- Department of Psychology, University of Milano-Bicocca, Milan, Italy.,NeuroMI - Milan Center for Neuroscience, Milan, Italy
| | | | - Roberta Daini
- Department of Psychology, University of Milano-Bicocca, Milan, Italy.,NeuroMI - Milan Center for Neuroscience, Milan, Italy.,COMiB - Optics and Optometry Research Center, University of Milano-Bicocca, Milan, Italy
| |
Collapse
|
13
|
Peracchia S, Curcio G. Exposure to video games: effects on sleep and on post-sleep cognitive abilities. A sistematic review of experimental evidences. ACTA ACUST UNITED AC 2018; 11:302-314. [PMID: 30746049 PMCID: PMC6361300 DOI: 10.5935/1984-0063.20180046] [Citation(s) in RCA: 29] [Impact Index Per Article: 4.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/03/2022]
Abstract
The public opinion is ever more interested and worried about possible effects of
exposure to VGs (video games) on human life and well-being. Scientific
literature shows several evidences highlighting negative outcomes on
behavioural, emotive, cognitive and physical health spheres. All these aspects
are intrinsically linked to sleep quality and quantity and to date very few
studies directly investigated the effects of videogame (VG) exposure on sleep
and post-sleep cognitive status. The aim of the present systematic review is to
examine the impact that the exposure to VGs can produce on sleep pattern and the
consequent post-sleep cognitive abilities. To this extent, only studies directly
investigating the effects of VGs on sleep features and post-sleep cognitive
abilities have been selected and discussed. Data currently present in literature
show the alteration of sleep pattern after exposure to VGs. The analysis
indicated a reduction of Total Sleep Time (TST) and an increase of Sleep Onset
Latency (SOL), modifications of the REM sleep and Slow Wave Sleep (SWS), and
increased sleepiness and self-perceived fatigue. Moreover, post-sleep sustained
attention and verbal memory also appear to be impaired. It can be concluded that
playing VGs for long periods, particularly in the evening, is a significant,
common and probable cause of sleep problems: evening exposure to VGs, in fact,
can bring to insufficient and low quality sleep, with possible effects on
cognition in the subsequent waking days. Potential methodological flaws and
limitations of these studies have also been described and discussed. Because of
the very limited number of available study on this topic further research is
strongly needed.
Collapse
Affiliation(s)
- Sara Peracchia
- University of L'Aquila, Department of Life, Health and Environmental Sciences - L'Aquila - Italy - Italy
| | - Giuseppe Curcio
- University of L'Aquila, Department of Biotechnological and Applied Clinical Sciences - L'Aquila - Italy - Italy
| |
Collapse
|