The aim of this study was to identify the neural substrates of online gaming addiction through evaluation of the brain areas associated with the cue-induced gaming urge. Ten participants with online gaming addiction and 10 control subjects without online gaming addiction were tested. They were presented with gaming pictures and the paired mosaic pictures while undergoing functional magnetic resonance imaging (fMRI) scanning. The contrast in blood-oxygen-level dependent (BOLD) signals when viewing gaming pictures and when viewing mosaic pictures was calculated with the SPM2 software to evaluate the brain activations. Right orbitofrontal cortex, right nucleus accumbens, bilateral anterior cingulate and medial frontal cortex, right dorsolateral prefrontal cortex, and right caudate nucleus were activated in the addicted group in contrast to the control group. The activation of the region-of-interest (ROI) defined by the above brain areas was positively correlated with self-reported gaming urge and recalling of gaming experience provoked by the WOW pictures. The results demonstrate that the neural substrate of cue-induced gaming urge/craving in online gaming addiction is similar to that of the cue-induced craving in substance dependence. The above-mentioned brain regions have been reported to contribute to the craving in substance dependence, and here we show that the same areas were involved in online gaming urge/craving. Thus, the results suggest that the gaming urge/craving in online gaming addiction and craving in substance dependence might share the same neurobiological mechanism.
Download full-text PDF |
Source |
---|---|
http://dx.doi.org/10.1016/j.jpsychires.2008.09.012 | DOI Listing |
Front Sports Act Living
January 2025
Department of Kinesiology, Texas Christian University, Fort Worth, TX, United States.
Introduction: Since the early 2000s, the video game industry has seen extraordinary booms in product development and market growth, with the total number of video game players globally reaching 2.69 billion by the end of 2020. Despite the rapid growth of the industry, there is little recent data investigating the time adult video game players spend sedentary playing video games and the time they spent engaged in physical activity.
View Article and Find Full Text PDFAust Occup Ther J
February 2025
School of Health and Medical Sciences, University of Southern Queensland, Ipswich, Australia.
Introduction: The Modified Interest Checklist (MIC) is a tool used by therapists to understand past and present occupational engagement, however, is now outdated and lacks contemporary occupations. The aim of this study was to develop an updated valid and reliable checklist tool inclusive of contemporary leisure activities for clinical practice.
Methods: The study consisted of four phases, including feedback in relation to the MIC, two phases of development of an updated tool, and occupational therapists' opinions on the tool.
BMJ Open
January 2025
College of Medical and Dental Sciences, University of Birmingham, Birmingham, UK.
Objective: Upper limb movement difficulties in children with acquired brain injury (ABI) result in longer recovery times compared with lower limb. Intensive neurorehabilitation promotes a good long-term functional outcome. Virtual reality (VR) and video game technologies are invaluable adjuncts to traditional neurological rehabilitation as they help to motivate, engage and gain children's compliance in goal-directed therapy.
View Article and Find Full Text PDFCyberpsychol Behav Soc Netw
January 2025
Faculty of Psychology, South China Normal University, Guangzhou, China.
Objectification, being perceived and treated merely as an object with a denial of one's humanness, has been linked to numerous adverse outcomes in daily life. Despite this, its influence on online behaviors, particularly problematic gaming, remains underexplored. The current research (total = 1,000) extends the literature on objectification by investigating the effect of objectification on problematic gaming.
View Article and Find Full Text PDFBackground: The use of digital health strategies for cancer care increased dramatically in the United States over the past 4 years. However, a dearth of knowledge remains about the use of digital health for cancer prevention for some populations with heath disparities. Therefore, the purpose of the present scoping review was to identify digital health interventions for cancer prevention designed for people with disabilities.
View Article and Find Full Text PDFEnter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!