Cited by 164Gambling Behavior and TreatmentsImpact of Technology on AdolescentsNeural and Behavioral Psychology Studies

Brain activity and desire for Internet video game play

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Han, Doug Hyun, Bolo, Nicolas, Daniels, Melissa A., Arenella, Lynn, Lyoo, In Kyoon, Renshaw, Perry F.·2011·Comprehensive Psychiatry

Abstract

Objective Recent studies have suggested that the brain circuitry mediating cue-induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for Internet video games during cue presentation would activate similar brain regions to those that have been linked with craving for drugs or pathologic gambling. Methods This study involved the acquisition of diagnostic magnetic resonance imaging and functional magnetic resonance imaging data from 19 healthy male adults (age, 18-23 years) following training and a standardized 10-day period of game play with a specified novel Internet video game, "War Rock" (K2 Network, Irvine, CA). Using segments of videotape consisting of 5 contiguous 90-second segments of alternating resting, matched control, and video game-related scenes, desire to play the game was assessed using a 7-point visual analogue scale before and after presentation of the videotape. Results In responding to Internet video game stimuli, compared with neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (false discovery rate <0.05, P < .009243). Self-reported desire was positively correlated with the β values of left inferior frontal gyrus, left parahippocampal gyrus, and right and left thalamus. Compared with the general players, subjects who played more Internet video game showed significantly greater activity in right medial frontal lobe, right and left frontal precentral gyrus, right parietal postcentral gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the Internet video game in the subjects who played more Internet video game was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. Discussion The present findings suggest that cue-induced activation to Internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathologic gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal cortex, parahippocampal gyrus, and thalamus.

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Crossref · 10.1016/j.comppsych.2010.04.004

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  • Functional neuroimaging studies have shown that the same areas of the brain active in other substance and behavioral addictions are active in the brains of those who meet diagnostic criteria for internet addiction.

    “Second, functional neuroimaging studies have shown that the same areas of the brain that are active in other substance and behavioral addictions are active in the brains of those who meet the diagnostic criteria for internet addiction (Brand, Young, & Laier, 2014; Han, Bolo, Daniels, Arenella, Lyoo, & Renshaw, 2011; Holden, 2001; Ko et al., 2009; Ko, Liu, Yen, Yen, Chen, & Lin, 2013; Kuss & Grif”

    From Ethics of the Attention Economy: The Problem of Social Media Addiction (2021) · cites this paper as Han et al., 2011

    The Introduction reports overlapping brain activation in people with substance or gambling addictions and in a previously studied group described as having internet addiction. The paper’s own fMRI participants, however, did not meet criteria for addiction (Method > Subjects), and the Limitations explicitly say they did not have internet video game addiction. Its findings therefore do not establish the claimed overlap in people meeting diagnostic criteria. (LLM, conf=0.87)

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Research works printed but not linked: 1

  1. [26]Barch DM Buckner RL Schiffer RB Rao SM Fogel BS Memory Neuropsychiatry Philadelphia, PA Lippincott Williams & Wilkins 2003 426 443

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Authors
Han, D. H., Bolo, N., Daniels, M. A., Arenella, L., Lyoo, I. K., & Renshaw, P. F.
Affiliations
  • Chung-Ang University (KR)
  • Harvard University (US)
  • Bentley University (US)
  • Seoul National University Hospital (KR)
  • University of Utah (US)
Corresponding author
Renshaw, Perry F.
Venue
Comprehensive Psychiatry
Publisher
Elsevier BV
Published
2011-01
Volume
52
Issue
1
Pages
88-95
ISSN
0010-440X (ISSN-L)
OpenAlex
W2064093160
Cited by
164
References
43
Citations by year
2026: 1 · 2025: 5 · 2024: 3 · 2023: 9 · 2022: 6 · 2021: 12 · 2020: 14 · 2019: 11 · 2018: 13 · 2017: 14 · 2016: 9 · 2015: 18 · 2014: 17 · 2013: 16 · 2012: 13
FWCI
11.27
Type
journal article
Language
en
Open access
Locations
  • Comprehensive Psychiatry (publishedVersion)
  • PubMed (publishedVersion)
  • Europe PMC (PubMed Central) (acceptedVersion)
  • PubMed Central (acceptedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
Funders
  • Samsung
  • National Institute on Drug Abuse (K24DA015116, DA15116, K05DA031247)
Topics
  • Social Sciences › Psychology › Clinical Psychology › Gambling Behavior and Treatments
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
  • Life Sciences › Neuroscience › Cognitive Neuroscience › Neural and Behavioral Psychology Studies
Keywords
cue-induced craving, parahippocampal gyrus, thalamus, inferior frontal gyrus, medial frontal lobe, orbitofrontal cortex, pathologic gambling, substance dependence, brain activation
MeSH terms
Adolescent, Brain, Cerebellum, Cues, Frontal Lobe, Hippocampus, Humans, Magnetic Resonance Imaging, Male, Parietal Lobe, Thalamus, Video Games, Internet, Young Adult

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