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Specific cue reactivity on computer game-related cues in excessive gamers.
Abstract
It has been posited that excessive computer game playing behavior, referred to as computer game addiction, meets criteria that have been internationally established to define drug addiction. Nevertheless, there have been no psychophysiological investigations of the underlying mechanisms available to support the characterization of excessive computer gaming as behavioral addiction. To investigate whether excessive computer gaming parallels learning processes in development and maintenance (which are assumed to underlie drug addiction), the authors obtained a psychophysiological assessment of the (learned) emotional processing of computer game-relevant and -irrelevant cues. For this purpose, electroencephalographic recordings in excessive and casual computer game players were conducted. Significant between-group differences in event-related potentials evoked by computer game related-cues were found at parietal regions and point to an increased emotional processing of these cues in excessive pathological players compared with casual players. These results are in concordance with the suggestion that addiction is characterized and maintained through sensitization of the mesolimbic dopaminergic system along with incentive salience of specific addiction-associated cues.
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“Various studies support that cue reactivity is heightened amongst individuals with problematic gambling and gambling behavior (Hønsi, Mentzoni, Molde, & Pallesen, 2012; Thalemann, Wölfling, & Grüsser, 2007; Wulfert et al., 2009).”
From Cued for Risk: Evidence for an Incentive Sensitization Framework to Explain the Interplay between Stress and Anxiety, Substance Abuse, and Reward Uncertainty in Disordered Gambling Behavior (2019) · cites this paper as Thalemann, Wölfling, & Grüsser, 2007
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Metadata
- Authors
- Thalemann, R., Wölfling, K., & Grüsser, S. M.
- Affiliations
- Charité – Universitätsmedizin Berlin (DE)
- ORCID
- Wölfling, K.
- Venue
- Behavioral Neuroscience
- Published
- 2007-06
- Volume
- 121
- Issue
- 3
- Pages
- 614-618
- ISSN
- 0735-7044 (ISSN-L)
- 1939-0084
- OpenAlex
- W1968821868
- Cited by
- 210
- References
- 20
- Citations by year
- 2026: 2 · 2025: 1 · 2024: 3 · 2023: 4 · 2022: 9 · 2021: 5 · 2020: 51 · 2019: 6 · 2018: 6 · 2017: 8 · 2016: 11 · 2015: 14 · 2014: 15 · 2013: 19 · 2012: 18
- FWCI
- 28.13
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Behavioral Neuroscience (publishedVersion)
- PubMed (publishedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Psychology › Clinical Psychology › Gambling Behavior and Treatments
- Social Sciences › Psychology › Clinical Psychology › Sexuality, Behavior, and Technology
- Keywords
- gaming addiction, excessive gaming, cue reactivity, emotional processing, event-related potentials, parietal cortex, incentive salience, mesolimbic dopamine system, behavioral addiction
- MeSH terms
- Adult, Analysis of Variance, Brain Mapping, Computers, Cues, Electroencephalography, Emotions, Evoked Potentials, Female, Humans, Male, Parietal Lobe, Behavior, Addictive, Video Games
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
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