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Abstract
Desensitization, the reduction of cognitive, emotional, and/or behavioral responses to a stimulus, is an automatic and unconscious phenomenon often experienced in everyday life. Exposure to violent media, especially violent video games, may cause desensitization to real-life violence. Desensitization to violence blocks empathy which is needed to trigger the moral reasoning process that triggers prosocial responding. Representative research was reviewed to examine links between exposure to violent video games and desensitization to violence in children and adolescents. It was concluded that exposure to violent video games increases the risk of desensitization to violence, which in turn may increase aggression and decrease prosocial behavior. Parents should be counseled to discuss the differences between real and screen violence, to encourage nonviolent problem-solving, and to provide empathy-building experiences for their children.
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Wiechert J, Janzen A, Achtziger A, Fehr T. Neural Correlates of Decisions in Quasi-Realistic, Affective Social Interactions in Individuals With Violence-Related Socialization. Front Behav Neurosci 2021; 15:713311. [PMID: 34744650 PMCID: PMC8566670 DOI: 10.3389/fnbeh.2021.713311] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/22/2021] [Accepted: 09/16/2021] [Indexed: 11/30/2022] Open
Abstract
Appropriate social behavior in aggressive-provocative interactions is a prerequisite for a peaceful life. In previous research, the dysfunctions of the control of aggression were suggested to be modulated by enhanced bottom-up (sub-cortically driven) and reduced top-down (iso-cortical frontal) processing capability. In the present study, two groups of individuals with enhanced (EG) and normal (NG) experiences of violent acts during their socialization made binary behavioral decisions in quasi-realistic social interactions. These interactions were presented in short video clips taken from a first-person perspective. The video clips showed social interaction scenarios oriented on realistic everyday life situations. The behavioral data supported the distinct affective qualities of three categories of social interactions. These categories were labeled as aggressive–provocative, social–positive, and neutral–social interactions. Functional neuroimaging data showed extended activation patterns and higher signal intensity for the NG compared to the EG in the lateral inferior frontal brain regions for the aggressive provocative interactions. Furthermore, the peri-aqueductal gray (PAG) produced enhanced activations for the affective interaction scenarios (i.e., aggressive-provocative and social-positive) in both groups and as a trend with the medium effect size for the neutral interactions in the EG. As the individuals in the EG did not show open aggression during the functional MRIA (fMRI) investigation, we concluded that they applied individual self-control strategies to regulate their aggressive impulses immediately. These strategies appeared to be top-down regulated through the dorsal frontal brain areas. The predominant recruitment of the heteromodal cortices during the neural processing of complex social interactions pointed to the important role of the learning history of individuals and their socialization with differing levels of violent experiences as crucial modulators in convicts. Our data suggest that building or strengthening the association between prototypical social contexts (e.g., aggressive-provocative interactions) and appropriate behaviors as a response to it provides a promising approach to successfully re-socialize people with a delinquent history.
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Affiliation(s)
| | - Axel Janzen
- Correctional and Rehabilitation Center (Justizvollzugsanstalt, JVA) Bremen, Bremen, Germany
| | - Anja Achtziger
- Department of Political and Social Sciences, Zeppelin University, Friedrichshafen, Germany
| | - Thorsten Fehr
- Center for Advanced Imaging Bremen/Magdeburg, Bremen, Germany.,Department of Neuropsychology, Center for Cognitive Sciences, University of Bremen, Bremen, Germany
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Violence in video game produces a lower activation of limbic and temporal areas in response to social inclusion images. COGNITIVE AFFECTIVE & BEHAVIORAL NEUROSCIENCE 2020; 19:898-909. [PMID: 30565058 DOI: 10.3758/s13415-018-00683-y] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/14/2022]
Abstract
Exposure to violence in video games has been associated with a desensitization toward violent content, a decrease of empathy, and prosocial behavior. Moreover, violent video games seem to be related to a reduction of neural activation in the circuits linked to social emotional processing. The purpose of the present study was to compare the neural response to social inclusion images after violent and nonviolent video game playing. Electroencephalographic data of the 32 participants were recorded during a visual task with three presentations (T0, T1, T2) of 60 stimuli (30 social inclusion vs. 30 neutral images). After the T0 presentation, the participants played with a video game (orientation or violent). After the T1 presentation, the participants played with the other video game (orientation or violent). The two types of video games were randomly displayed. Event-related potential (ERP) components and low-resolution electromagnetic tomography (sLORETA) were analyzed. The main findings showed a longer latency of the P2 component on occipito-temporal montage and a lower activation of the limbic and temporal areas in response to the social inclusion images post violent video game compared with the post orientation video game. The findings suggest a reduction of emotional engagement in social processing after playing violent video game.
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Ferguson CJ, Copenhaver A, Markey P. Reexamining the Findings of the American Psychological Association's 2015 Task Force on Violent Media: A Meta-Analysis. PERSPECTIVES ON PSYCHOLOGICAL SCIENCE 2020; 15:1423-1443. [PMID: 32777188 DOI: 10.1177/1745691620927666] [Citation(s) in RCA: 23] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
In 2015, the American Psychological Association (APA) released a task-force technical report on video-game violence with a concurrent resolution statement linking violent games to aggression but not violent crime. The task-force report has proven to be controversial; many scholars have criticized language implying conclusive evidence linking violent games to aggression as well as technical concerns regarding the meta-analysis that formed the basis of the technical report and resolution statement. In the current article, we attempt a reevaluation of the 2015 technical report meta-analysis. The intent of this reevaluation was to examine whether the data foundations behind the APA's resolution on video-game violence were sound. Reproducing the original meta-analysis proved difficult because some studies were included that did not appear to have relevant data, and many other available studies were not included. The current analysis revealed negligible relationships between violent games and aggressive or prosocial behavior, small relationships with aggressive affect and cognitions, and stronger relationships with desensitization. However, effect sizes appeared to be elevated because of non-best-practices and researcher-expectancy effects, particularly for experimental studies. It is concluded that evidence warrants a more cautious interpretation of the effects of violent games on aggression than provided by the APA technical report or resolution statement.
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Wolf D, Klasen M, Eisner P, Zepf FD, Zvyagintsev M, Palomero-Gallagher N, Weber R, Eisert A, Mathiak K. Central serotonin modulates neural responses to virtual violent actions in emotion regulation networks. Brain Struct Funct 2018; 223:3327-3345. [PMID: 29948188 PMCID: PMC6698268 DOI: 10.1007/s00429-018-1693-2] [Citation(s) in RCA: 16] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/06/2017] [Accepted: 06/03/2018] [Indexed: 12/31/2022]
Abstract
Disruptions in the cortico-limbic emotion regulation networks have been linked to depression, anxiety, impulsivity, and aggression. Altered transmission of the central nervous serotonin (5-HT) contributes to dysfunctions in the cognitive control of emotions. To date, studies relating to pharmaco-fMRI challenging of the 5-HT system have focused on emotion processing for facial expressions. We investigated effects of a single-dose selective 5-HT reuptake inhibitor (escitalopram) on emotion regulation during virtual violence. For this purpose, 38 male participants played a violent video game during fMRI scanning. The SSRI reduced neural responses to violent actions in right-hemispheric inferior frontal gyrus and medial prefrontal cortex encompassing the anterior cingulate cortex (ACC), but not to non-violent actions. Within the ACC, the drug effect differentiated areas with high inhibitory 5-HT1A receptor density (subgenual s25) from those with a lower density (pregenual p32, p24). This finding links functional responses during virtual violent actions with 5-HT neurotransmission in emotion regulation networks, underpinning the ecological validity of the 5-HT model in aggressive behavior. Available 5-HT receptor density data suggest that this SSRI effect is only observable when inhibitory and excitatory 5-HT receptors are balanced. The observed early functional changes may impact patient groups receiving SSRI treatment.
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Affiliation(s)
- Dhana Wolf
- Department of Psychiatry, Psychotherapy, and Psychosomatics, Medical Faculty, RWTH Aachen, Pauwelsstraße 30, 52074, Aachen, Germany.
| | - Martin Klasen
- Department of Psychiatry, Psychotherapy, and Psychosomatics, Medical Faculty, RWTH Aachen, Pauwelsstraße 30, 52074, Aachen, Germany
| | - Patrick Eisner
- Department of Psychiatry, Psychotherapy, and Psychosomatics, Medical Faculty, RWTH Aachen, Pauwelsstraße 30, 52074, Aachen, Germany
| | - Florian D Zepf
- Centre and Discipline of Child and Adolescent Psychiatry, Psychosomatics and Psychotherapy, Division of Psychiatry and Clinical Neurosciences and Division of Paediatrics and Child Health, School of Medicine, The University of Western Australia, Perth, Australia
- Specialised Child and Adolescent Mental Health Services, Department of Health in Western Australia, Perth, Australia
| | - Mikhail Zvyagintsev
- Department of Psychiatry, Psychotherapy, and Psychosomatics, Medical Faculty, RWTH Aachen, Pauwelsstraße 30, 52074, Aachen, Germany
| | - Nicola Palomero-Gallagher
- Department of Psychiatry, Psychotherapy, and Psychosomatics, Medical Faculty, RWTH Aachen, Pauwelsstraße 30, 52074, Aachen, Germany
- Institute of Neuroscience and Medicine (INM-1), Research Centre Jülich, Jülich, Germany
| | - René Weber
- Media Neuroscience Lab, Department of Communication, University of California Santa Barbara, Santa Barbara, CA, USA
| | - Albrecht Eisert
- Department of Pharmacy, RWTH Aachen, Aachen, Germany
- Department of Pharmacology and Toxicology, RWTH Aachen, Aachen, Germany
| | - Klaus Mathiak
- Department of Psychiatry, Psychotherapy, and Psychosomatics, Medical Faculty, RWTH Aachen, Pauwelsstraße 30, 52074, Aachen, Germany
- JARA-Translational Brain Medicine, Aachen, Germany
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Excessive users of violent video games do not show emotional desensitization: an fMRI study. Brain Imaging Behav 2018; 11:736-743. [PMID: 27086318 DOI: 10.1007/s11682-016-9549-y] [Citation(s) in RCA: 17] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
Abstract
Playing violent video games have been linked to long-term emotional desensitization. We hypothesized that desensitization effects in excessive users of violent video games should lead to decreased brain activations to highly salient emotional pictures in emotional sensitivity brain regions. Twenty-eight male adult subjects showing excessive long-term use of violent video games and age and education matched control participants were examined in two experiments using standardized emotional pictures of positive, negative and neutral valence. No group differences were revealed even at reduced statistical thresholds which speaks against desensitization of emotion sensitive brain regions as a result of excessive use of violent video games.
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Copenhaver A, Ferguson CJ. Selling violent video game solutions: A look inside the APA's internal notes leading to the creation of the APA's 2005 resolution on violence in video games and interactive media. INTERNATIONAL JOURNAL OF LAW AND PSYCHIATRY 2018; 57:77-84. [PMID: 29548507 DOI: 10.1016/j.ijlp.2018.01.004] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/30/2017] [Revised: 01/05/2018] [Accepted: 01/08/2018] [Indexed: 06/08/2023]
Abstract
For decades politicians, parent groups, researchers, media outlets, professionals in various fields, and laymen have debated the effects playing violent video games have on children and adolescents. In academia, there also exists a divide as to whether violent video games cause children and adolescents to be aggressive, violent, and even engage in criminal behavior. Given inconsistencies in the data, it may be important to understand the ways and the reasons why professional organizations take a stance on the violent video game effects debate which may reflect greater expressed certitude than data can support. This piece focuses on the American Psychological Association's internal communications leading to the creation of their 2005 Resolution on Violence in Video Games and Interactive Media. These communications reveal that in this case, the APA attempted to "sell" itself as a solution to the perceived violent video game problem. The actions leading to the 2005 resolution are then compared to the actions of the APA's 2013-2015 Task Force on Violent Media. The implications and problems associated with the APA's actions regarding violent video games are addressed and discussed below.
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Palaus M, Marron EM, Viejo-Sobera R, Redolar-Ripoll D. Neural Basis of Video Gaming: A Systematic Review. Front Hum Neurosci 2017; 11:248. [PMID: 28588464 PMCID: PMC5438999 DOI: 10.3389/fnhum.2017.00248] [Citation(s) in RCA: 91] [Impact Index Per Article: 13.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/16/2016] [Accepted: 04/26/2017] [Indexed: 12/22/2022] Open
Abstract
Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.
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Affiliation(s)
- Marc Palaus
- Cognitive NeuroLab, Faculty of Health Sciences, Universitat Oberta de CatalunyaBarcelona, Spain
| | - Elena M Marron
- Cognitive NeuroLab, Faculty of Health Sciences, Universitat Oberta de CatalunyaBarcelona, Spain
| | - Raquel Viejo-Sobera
- Cognitive NeuroLab, Faculty of Health Sciences, Universitat Oberta de CatalunyaBarcelona, Spain.,Laboratory for Neuropsychiatry and Neuromodulation, Massachusetts General HospitalBoston, MA, USA
| | - Diego Redolar-Ripoll
- Cognitive NeuroLab, Faculty of Health Sciences, Universitat Oberta de CatalunyaBarcelona, Spain
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Liu Y, Lan H, Teng Z, Guo C, Yao D. Facilitation or disengagement? Attention bias in facial affect processing after short-term violent video game exposure. PLoS One 2017; 12:e0172940. [PMID: 28249033 PMCID: PMC5332106 DOI: 10.1371/journal.pone.0172940] [Citation(s) in RCA: 9] [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: 01/11/2016] [Accepted: 02/13/2017] [Indexed: 11/18/2022] Open
Abstract
Previous research has been inconsistent on whether violent video games exert positive and/or negative effects on cognition. In particular, attentional bias in facial affect processing after violent video game exposure continues to be controversial. The aim of the present study was to investigate attentional bias in facial recognition after short term exposure to violent video games and to characterize the neural correlates of this effect. In order to accomplish this, participants were exposed to either neutral or violent video games for 25 min and then event-related potentials (ERPs) were recorded during two emotional search tasks. The first search task assessed attentional facilitation, in which participants were required to identify an emotional face from a crowd of neutral faces. In contrast, the second task measured disengagement, in which participants were required to identify a neutral face from a crowd of emotional faces. Our results found a significant presence of the ERP component, N2pc, during the facilitation task; however, no differences were observed between the two video game groups. This finding does not support a link between attentional facilitation and violent video game exposure. Comparatively, during the disengagement task, N2pc responses were not observed when participants viewed happy faces following violent video game exposure; however, a weak N2pc response was observed after neutral video game exposure. These results provided only inconsistent support for the disengagement hypothesis, suggesting that participants found it difficult to separate a neutral face from a crowd of emotional faces.
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Affiliation(s)
- Yanling Liu
- The Lab of Mental Health and Social Adaptation, Faculty of Psychology, Research Center of Mental Health Education, Southwest University, Chongqing, China
- Key Laboratory for Neuro Information of Ministry of Education, School of Life Science and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Haiying Lan
- The Lab of Mental Health and Social Adaptation, Faculty of Psychology, Research Center of Mental Health Education, Southwest University, Chongqing, China
| | - Zhaojun Teng
- The Lab of Mental Health and Social Adaptation, Faculty of Psychology, Research Center of Mental Health Education, Southwest University, Chongqing, China
| | - Cheng Guo
- The Lab of Mental Health and Social Adaptation, Faculty of Psychology, Research Center of Mental Health Education, Southwest University, Chongqing, China
- * E-mail: (CG); (DY)
| | - Dezhong Yao
- Key Laboratory for Neuro Information of Ministry of Education, School of Life Science and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
- * E-mail: (CG); (DY)
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Read GL, Ballard M, Emery LJ, Bazzini DG. Examining desensitization using facial electromyography:Violent videogames, gender, and affective responding. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2016.03.074] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
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11
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Ko LW, Shih YC, Chikara RK, Chuang YT, Chang EC. Neural Mechanisms of Inhibitory Response in a Battlefield Scenario: A Simultaneous fMRI-EEG Study. Front Hum Neurosci 2016; 10:185. [PMID: 27199708 PMCID: PMC4852198 DOI: 10.3389/fnhum.2016.00185] [Citation(s) in RCA: 17] [Impact Index Per Article: 2.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/16/2015] [Accepted: 04/11/2016] [Indexed: 11/30/2022] Open
Abstract
The stop-signal paradigm has been widely adopted as a way to parametrically quantify the response inhibition process. To evaluate inhibitory function in realistic environmental settings, the current study compared stop-signal responses in two different scenarios: one uses simple visual symbols as go and stop signals, and the other translates the typical design into a battlefield scenario (BFS) where a sniper-scope view was the background, a terrorist image was the go signal, a hostage image was the stop signal, and the task instructions were to shoot at terrorists only when hostages were not present but to refrain from shooting if hostages appeared. The BFS created a threatening environment and allowed the evaluation of how participants’ inhibitory control manifest in this realistic stop-signal task. In order to investigate the participants’ brain activities with both high spatial and temporal resolution, simultaneous functional magnetic resonance imaging (fMRI) and electroencephalography (EEG) recordings were acquired. The results demonstrated that both scenarios induced increased activity in the right inferior frontal gyrus (rIFG) and presupplementary motor area (preSMA), which have been linked to response inhibition. Notably, in right temporoparietal junction (rTPJ) we found both higher blood-oxygen-level dependent (BOLD) activation and synchronization of theta-alpha activities (4–12 Hz) in the BFS than in the traditional scenario after the stop signal. The higher activation of rTPJ in the BFS may be related to morality judgments or attentional reorienting. These results provided new insights into the complex brain networks involved in inhibitory control within naturalistic environments.
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Affiliation(s)
- Li-Wei Ko
- Institute of Bioinformatics and Systems Biology, National Chiao Tung UniversityHsinchu, Taiwan; Brain Research Center, National Chiao-Tung UniversityHsinchu, Taiwan; Department of Biological Science and Technology, National Chiao Tung UniversityHsinchu, Taiwan
| | - Yi-Cheng Shih
- Institute of Bioinformatics and Systems Biology, National Chiao Tung UniversityHsinchu, Taiwan; Brain Research Center, National Chiao-Tung UniversityHsinchu, Taiwan
| | - Rupesh Kumar Chikara
- Brain Research Center, National Chiao-Tung UniversityHsinchu, Taiwan; Department of Biological Science and Technology, National Chiao Tung UniversityHsinchu, Taiwan
| | - Ya-Ting Chuang
- Institute of Bioinformatics and Systems Biology, National Chiao Tung UniversityHsinchu, Taiwan; Brain Research Center, National Chiao-Tung UniversityHsinchu, Taiwan
| | - Erik C Chang
- Institute of Cognitive Neuroscience, National Central University Taoyuan, Taiwan
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12
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Zvyagintsev M, Klasen M, Weber R, Sarkheil P, Esposito F, Mathiak KA, Schwenzer M, Mathiak K. Violence-related content in video game may lead to functional connectivity changes in brain networks as revealed by fMRI-ICA in young men. Neuroscience 2016; 320:247-58. [PMID: 26855192 DOI: 10.1016/j.neuroscience.2016.01.056] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/13/2015] [Revised: 01/25/2016] [Accepted: 01/25/2016] [Indexed: 10/22/2022]
Abstract
In violent video games, players engage in virtual aggressive behaviors. Exposure to virtual aggressive behavior induces short-term changes in players' behavior. In a previous study, a violence-related version of the racing game "Carmageddon TDR2000" increased aggressive affects, cognitions, and behaviors compared to its non-violence-related version. This study investigates the differences in neural network activity during the playing of both versions of the video game. Functional magnetic resonance imaging (fMRI) recorded ongoing brain activity of 18 young men playing the violence-related and the non-violence-related version of the video game Carmageddon. Image time series were decomposed into functional connectivity (FC) patterns using independent component analysis (ICA) and template-matching yielded a mapping to established functional brain networks. The FC patterns revealed a decrease in connectivity within 6 brain networks during the violence-related compared to the non-violence-related condition: three sensory-motor networks, the reward network, the default mode network (DMN), and the right-lateralized frontoparietal network. Playing violent racing games may change functional brain connectivity, in particular and even after controlling for event frequency, in the reward network and the DMN. These changes may underlie the short-term increase of aggressive affects, cognitions, and behaviors as observed after playing violent video games.
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Affiliation(s)
- M Zvyagintsev
- Department of Psychiatry, Psychotherapy, and Psychosomatics, RWTH Aachen University, Germany; JARA-Translational Brain Medicine, RWTH Aachen University, Germany; IZKF Aachen, RWTH Aachen University, Germany.
| | - M Klasen
- Department of Psychiatry, Psychotherapy, and Psychosomatics, RWTH Aachen University, Germany; JARA-Translational Brain Medicine, RWTH Aachen University, Germany
| | - R Weber
- Department of Communication, Media Neuroscience Lab, University of California, Santa Barbara, CA, United States
| | - P Sarkheil
- Department of Psychiatry, Psychotherapy, and Psychosomatics, RWTH Aachen University, Germany; JARA-Translational Brain Medicine, RWTH Aachen University, Germany
| | - F Esposito
- Department of Medicine and Surgery, University of Salerno, Baronissi (Salerno), Italy
| | - K A Mathiak
- JARA-Translational Brain Medicine, RWTH Aachen University, Germany; Department of Child and Adolescent Psychiatry, RWTH Aachen University, Germany
| | - M Schwenzer
- Department of Psychiatry, Psychotherapy, and Psychosomatics, RWTH Aachen University, Germany; JARA-Translational Brain Medicine, RWTH Aachen University, Germany
| | - K Mathiak
- Department of Psychiatry, Psychotherapy, and Psychosomatics, RWTH Aachen University, Germany; JARA-Translational Brain Medicine, RWTH Aachen University, Germany
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Can modular psychological concepts like affect and emotion be assigned to a distinct subset of regional neural circuits? Phys Life Rev 2015; 13:47-9. [DOI: 10.1016/j.plrev.2015.04.027] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/17/2015] [Accepted: 04/17/2015] [Indexed: 01/28/2023]
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Abstract
This article examines current research linking exposure to violent video games and desensitization to violence. Data from questionnaire, behavioral, and psychophysiologic research are reviewed to determine if exposure to violent video games is a risk factor for desensitization to violence. Real-world implications of desensitization are discussed.
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15
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Neural correlates of the empathic perceptual processing of realistic social interaction scenarios displayed from a first-order perspective. Brain Res 2014; 1583:141-58. [DOI: 10.1016/j.brainres.2014.04.041] [Citation(s) in RCA: 16] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/31/2013] [Revised: 03/26/2014] [Accepted: 04/29/2014] [Indexed: 01/01/2023]
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16
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Lemos IL, Diniz PRB, Peres JFP, Sougey EB. Neuroimagem na dependência de jogos eletrônicos: uma revisão sistemática. JORNAL BRASILEIRO DE PSIQUIATRIA 2014. [DOI: 10.1590/0047-2085000000008] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/22/2022]
Abstract
Objetivo: Realizar revisão sistemática de manuscritos que utilizaram a neuroimagem no estudo da dependência de jogos eletrônicos, a fim de identificar as principais regiões cerebrais alteradas. Métodos: Foram realizadas buscas nos seguintes bancos de dados: ScieELO, BVS, Lilacs, Science Direct On Line e PubMed. Não houve data mínima para a pesquisa, sendo considerados os artigos encontrados até julho de 2013. Os descritores utilizados para a presente revisão sistemática da literatura foram: “PET”, “SPECT”, “MRI”, “DTI”, “EEG”, “imaging”, “neuroimaging”, “spectroscopy”, “functional magnetic ressonance”, “structural magnetic ressonance”, “tractography”, “voxel” e “brain”, individualmente cruzados com os descritores “gaming” e “video game addiction”. Resultados: Dos 52 artigos encontrados, 16 foram selecionados: nove usaram fMRI, quatro usaram sRMI, um usou PET e dois usaram EEG. Em relação às alterações funcionais e estruturais, elas foram mais observadas no lobo frontal (córtex pré-frontal dorsolateral, córtex orbitofrontal, giro pré-frontal, giro frontal médio), parietal, temporal (giro para-hipocampal), núcleos da base, tálamo, ínsula e cerebelo. Conclusão: A despeito dos métodos utilizados, os estudos apontaram convergências quanto às reciprocidades cerebrais. Essas alterações neurais são semelhantes às observadas em pacientes dependentes de substâncias e de internet, especialmente durante o estado de fissura. Apesar de apenas recentemente pesquisas de neuroimagem em dependentes de jogos eletrônicos terem sido realizadas, contamos no momento com achados significativos alinhados à compreensão dos mecanismos neurais associados à dependência de jogos eletrônicos e respectiva inserção como categoria nosológica no âmbito psiquiátrico.
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Trautmann-Lengsfeld SA, Domínguez-Borràs J, Escera C, Herrmann M, Fehr T. The perception of dynamic and static facial expressions of happiness and disgust investigated by ERPs and fMRI constrained source analysis. PLoS One 2013; 8:e66997. [PMID: 23818974 PMCID: PMC3688578 DOI: 10.1371/journal.pone.0066997] [Citation(s) in RCA: 31] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/25/2012] [Accepted: 05/14/2013] [Indexed: 11/19/2022] Open
Abstract
A recent functional magnetic resonance imaging (fMRI) study by our group demonstrated that dynamic emotional faces are more accurately recognized and evoked more widespread patterns of hemodynamic brain responses than static emotional faces. Based on this experimental design, the present study aimed at investigating the spatio-temporal processing of static and dynamic emotional facial expressions in 19 healthy women by means of multi-channel electroencephalography (EEG), event-related potentials (ERP) and fMRI-constrained regional source analyses. ERP analysis showed an increased amplitude of the LPP (late posterior positivity) over centro-parietal regions for static facial expressions of disgust compared to neutral faces. In addition, the LPP was more widespread and temporally prolonged for dynamic compared to static faces of disgust and happiness. fMRI constrained source analysis on static emotional face stimuli indicated the spatio-temporal modulation of predominantly posterior regional brain activation related to the visual processing stream for both emotional valences when compared to the neutral condition in the fusiform gyrus. The spatio-temporal processing of dynamic stimuli yielded enhanced source activity for emotional compared to neutral conditions in temporal (e.g., fusiform gyrus), and frontal regions (e.g., ventromedial prefrontal cortex, medial and inferior frontal cortex) in early and again in later time windows. The present data support the view that dynamic facial displays trigger more information reflected in complex neural networks, in particular because of their changing features potentially triggering sustained activation related to a continuing evaluation of those faces. A combined fMRI and EEG approach thus provides an advanced insight to the spatio-temporal characteristics of emotional face processing, by also revealing additional neural generators, not identifiable by the only use of an fMRI approach.
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Affiliation(s)
- Sina Alexa Trautmann-Lengsfeld
- Center for Cognitive Sciences (ZKW), Department of Neuropsychology and Behavioral Neurobiology, Bremen University, Bremen, Germany.
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A hybrid model for the neural representation of complex mental processing in the human brain. Cogn Neurodyn 2012; 7:89-103. [PMID: 24427194 DOI: 10.1007/s11571-012-9220-2] [Citation(s) in RCA: 22] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/30/2012] [Revised: 09/14/2012] [Accepted: 09/15/2012] [Indexed: 12/14/2022] Open
Abstract
In the present conceptual review several theoretical and empirical sources of information were integrated, and a hybrid model of the neural representation of complex mental processing in the human brain was proposed. Based on empirical evidence for strategy-related and inter-individually different task-related brain activation networks, and further based on empirical evidence for a remarkable overlap of fronto-parietal activation networks across different complex mental processes, it was concluded by the author that there might be innate and modular organized neuro-developmental starting regions, for example, in intra-parietal, and both medial and middle frontal brain regions, from which the neural organization of different kinds of complex mental processes emerge differently during individually shaped learning histories. Thus, the here proposed model provides a hybrid of both massive modular and holistic concepts of idiosyncratic brain physiological elaboration of complex mental processing. It is further concluded that 3-D information, obtained by respective methodological approaches, are not appropriate to identify the non-linear spatio-temporal dynamics of complex mental process-related brain activity in a sufficient way. How different participating network parts communicate with each other seems to be an indispensable aspect, which has to be considered in particular to improve our understanding of the neural organization of complex cognition.
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Montag C, Weber B, Trautner P, Newport B, Markett S, Walter NT, Felten A, Reuter M. Does excessive play of violent first-person-shooter-video-games dampen brain activity in response to emotional stimuli? Biol Psychol 2012; 89:107-11. [DOI: 10.1016/j.biopsycho.2011.09.014] [Citation(s) in RCA: 34] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/20/2011] [Revised: 09/15/2011] [Accepted: 09/22/2011] [Indexed: 10/17/2022]
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Fehr T, Wallace GL, Erhard P, Herrmann M. The neural architecture of expert calendar calculation: a matter of strategy? Neurocase 2011; 17:360-71. [PMID: 21547846 DOI: 10.1080/13554794.2010.532135] [Citation(s) in RCA: 11] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
Abstract
Savants and prodigies are individuals with exceptional skills in particular mental domains. In the present study we used functional magnetic resonance imaging to examine neural correlates of calendar calculation in two individuals, a savant with Asperger's disorder and a self-taught mathematical prodigy. If there is a modular neural organization of exceptional performance in a specific mental domain, calendar calculation should be reflected in a considerable overlap in the recruitment of brain circuits across expert individuals. However, considerable individual differences in activation patterns during calendar calculation were noted. The present results indicate that activation patterns produced by complex mental processing, such as calendar calculation, seem to be influenced strongly by learning history and idiosyncratic strategy usage rather than a modular neural organization. Thus, well-known individual differences in complex cognition play a major role even in experts with exceptional abilities in a particular mental domain and should in particular be considered when examining the neural architecture of complex mental processes and skills.
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Affiliation(s)
- Thorsten Fehr
- Center for Cognitive Sciences, Department of Neuropsychology and Behavioral Neurobiology, University of Bremen, Bremen, Germany.
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Reward system and temporal pole contributions to affective evaluation during a first person shooter video game. BMC Neurosci 2011; 12:66. [PMID: 21749711 PMCID: PMC3146896 DOI: 10.1186/1471-2202-12-66] [Citation(s) in RCA: 46] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/17/2011] [Accepted: 07/12/2011] [Indexed: 11/18/2022] Open
Abstract
Background Violent content in video games evokes many concerns but there is little research concerning its rewarding aspects. It was demonstrated that playing a video game leads to striatal dopamine release. It is unclear, however, which aspects of the game cause this reward system activation and if violent content contributes to it. We combined functional Magnetic Resonance Imaging (fMRI) with individual affect measures to address the neuronal correlates of violence in a video game. Results Thirteen male German volunteers played a first-person shooter game (Tactical Ops: Assault on Terror) during fMRI measurement. We defined success as eliminating opponents, and failure as being eliminated themselves. Affect was measured directly before and after game play using the Positive and Negative Affect Schedule (PANAS). Failure and success events evoked increased activity in visual cortex but only failure decreased activity in orbitofrontal cortex and caudate nucleus. A negative correlation between negative affect and responses to failure was evident in the right temporal pole (rTP). Conclusions The deactivation of the caudate nucleus during failure is in accordance with its role in reward-prediction error: it occurred whenever subject missed an expected reward (being eliminated rather than eliminating the opponent). We found no indication that violence events were directly rewarding for the players. We addressed subjective evaluations of affect change due to gameplay to study the reward system. Subjects reporting greater negative affect after playing the game had less rTP activity associated with failure. The rTP may therefore be involved in evaluating the failure events in a social context, to regulate the players' mood.
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Klasen M, Weber R, Kircher TTJ, Mathiak KA, Mathiak K. Neural contributions to flow experience during video game playing. Soc Cogn Affect Neurosci 2011; 7:485-95. [PMID: 21596764 DOI: 10.1093/scan/nsr021] [Citation(s) in RCA: 82] [Impact Index Per Article: 6.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/14/2022] Open
Abstract
Video games are an exciting part of new media. Although game play has been intensively studied, the underlying neurobiology is still poorly understood. Flow theory is a well-established model developed to describe subjective game experience. In 13 healthy male subjects, we acquired fMRI data during free play of a video game and analyzed brain activity based on the game content. In accordance with flow theory, we extracted the following factors from the game content: (i) balance between ability and challenge; (ii) concentration and focus; (iii) direct feedback of action results; (iv) clear goals; and (v) control over the situation/activity. We suggest that flow is characterized by specific neural activation patterns and that the latter can be assessed-at least partially-by content factors contributing to the emergence of flow. Each of the content factors was characterized by specific and distinguishable brain activation patterns, encompassing reward-related midbrain structures, as well as cognitive and sensorimotor networks. The activation of sensory and motor networks in the conjunction analyses underpinned the central role of simulation for flow experience. Flow factors can be validated with functional brain imaging which can improve the understanding of human emotions and motivational processes during media entertainment.
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Affiliation(s)
- Martin Klasen
- Department for Psychiatry and Psychotherapy, RWTH Aachen University, Pauwelsstrasse 30, 52074 Aachen, Germany.
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Hall RCW, Day T, Hall RCW. A plea for caution: violent video games, the Supreme Court, and the role of science. Mayo Clin Proc 2011; 86:315-21. [PMID: 21454733 PMCID: PMC3068891 DOI: 10.4065/mcp.2010.0762] [Citation(s) in RCA: 42] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/19/2023]
Abstract
On November 2, 2010, the US Supreme Court heard arguments in the case of Schwarzenegger v Entertainment Merchants Association, with a ruling expected in 2011. This case addressed whether states have the right to restrict freedom of speech by limiting the sale of violent video games to minors. To date, 8 states have tried to pass legislation to this effect, with all attempts being found unconstitutional by lower courts. In large part, the Supreme Court's decision will be determined by its review and interpretation of the medical and social science literature addressing the effects of violent video games on children. Those on both sides of the violent video game debate claim that the scientific literature supports their opinions. Some involved in the debate have proclaimed that the debate is scientifically settled and that only people holding personal interests and biases oppose these "established truths." We review the historical similarities found in the 1950s comic book debate and studies identified from a PubMed search of the term violent video games showing both the harmful and beneficial effects of these video games. We define factors that physicians need to consider when reading and stating opinions about this literature. Opinions from past court rulings are discussed to provide insight into how judges may approach the application of these social science studies to the current legal issue. Although on the surface the case of Schwarzenegger v Entertainment Merchants Association pertains only to the restriction of violent video games, it may establish principles about how medical and public health testimony can affect fundamental constitutional rights and how much and on what basis the courts will defer to legislators' reliance on unsettled science.
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Affiliation(s)
- Ryan C W Hall
- Department of Medical Education, University of Central Florida College of Medicine, Orlando, FL, USA.
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Dressing H, Meyer-Lindenberg A. Risikoeinschätzung bei Amokdrohungen. DER NERVENARZT 2010; 81:594-601. [DOI: 10.1007/s00115-010-2943-6] [Citation(s) in RCA: 8] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
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