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The American Journal of Drug and Alcohol Abuse

Encompassing All Addictive Disorders

ISSN: 0095-2990 (Print) 1097-9891 (Online) Journal homepage: https://www.tandfonline.com/loi/iada20

Computer and Video Game Addiction—A


Comparison between Game Users and Non-Game
Users

Aviv Malkiel Weinstein

To cite this article: Aviv Malkiel Weinstein (2010) Computer and Video Game Addiction—A
Comparison between Game Users and Non-Game Users, The American Journal of Drug and
Alcohol Abuse, 36:5, 268-276, DOI: 10.3109/00952990.2010.491879

To link to this article: https://doi.org/10.3109/00952990.2010.491879

Published online: 15 Jun 2010.

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The American Journal of Drug and Alcohol Abuse, 36:268–276, 2010
Copyright © Informa Healthcare USA, Inc.
ISSN: 0095-2990 print / 1097-9891 online
DOI: 10.3109/00952990.2010.491879

Computer and Video Game Addiction—A Comparison


between Game Users and Non-Game Users

Aviv Malkiel Weinstein, Ph.D.


Department of Medical Biophysics and Nuclear Medicine, Hadassah Hospital, Ein Kerem, Jerusalem,
Israel, and Department of Nuclear Medicine, Sourasky Medical Center, Tel Aviv, Israel

Users may play compulsively, isolating themselves from other


Background: Computer game addiction is excessive or com- forms of social contact, and focus almost entirely on in-game
pulsive use of computer and video games that may interfere with achievements rather than broader life events.
daily life. It is not clear whether video game playing meets di- Griffiths (1) has operationally defined addictive behavior as
agnostic criteria for Diagnostic and Statistical Manual of Mental
any behavior that features what he believes are the six core
Disorders, Fourth Edition (DSM-IV). Objectives: First objective is
to review the literature on computer and video game addiction components of addiction (i.e., salience, mood modification, tol-
over the topics of diagnosis, phenomenology, epidemiology, and erance, withdrawal symptoms, conflict, and relapse). He further
treatment. Second objective is to describe a brain imaging study argued that video game addiction fulfils the criterion of addic-
measuring dopamine release during computer game playing. Meth- tion by virtue of meeting these criteria. In his view, since many
ods: Article search of 15 published articles between 2000 and 2009
video game users are excessive users and not addicts, video
in Medline and PubMed on computer and video game addiction.
Nine abstinent “ecstasy” users and 8 control subjects were scanned game addiction may be a medium for satisfaction of arousal
at baseline and after performing on a motorbike riding computer and reward (see section on mechanisms of reward). In addition
game while imaging dopamine release in vivo with [123I] IBZM and to the neurochemical basis for addiction, there are accompa-
single photon emission computed tomography (SPECT). Results: nied behavioral markers of dependence in adolescents such as
Psycho-physiological mechanisms underlying computer game ad-
diction are mainly stress coping mechanisms, emotional reactions,
stealing, truancy, not doing homework, irritability if unable to
sensitization, and reward. Computer game playing may lead to play, etc. Finally, single case studies have shown the video game
long-term changes in the reward circuitry that resemble the effects addiction was used in order to compensate for deficiencies in
of substance dependence. The brain imaging study showed that one’s life in areas such as interpersonal relationships, physical
healthy control subjects had reduced dopamine D2 receptor occu- appearance, disability, coping, etc. Griffith (2) argued that al-
pancy of 10.5% in the caudate after playing a motorbike riding
computer game compared with baseline levels of binding consis-
though there are educational, social, and therapeutic benefits to
tent with increased release and binding to its receptors. Ex-chronic video games play, taken in excess they could lead to addiction,
“ecstasy” users showed no change in levels of dopamine D2 recep- playing 24 hours a day 7 days a week and in some cases to a
tor occupancy after playing this game. Conclusion: This evidence gambling problem. Finally, Griffiths (3) concluded that adverse
supports the notion that psycho-stimulant users have decreased effects of video game addiction are relatively minor and tempo-
sensitivity to natural reward. Significance: Computer game ad-
dicts or gamblers may show reduced dopamine response to stimuli
rary resolving spontaneously with decreased frequency of play
associated with their addiction presumably due to sensitization. or to affect a small group of players.
There is no evidence for genetic factors influencing video
Keywords addictionx, brain imaging, computer game playing, or computer game addiction. Most studies describe a behavior
dopamine, reward, video game playing that is independent of other psychiatric disorders (e.g., not just
secondary to another condition such as attention deficit hyper-
INTRODUCTION activity disorder [ADHD] or mania). There is a single study
Problem Definition suggesting co-morbidity with depression (4) and for comorbid-
ity with ADHD (5) but there is no evidence for co-morbidity
Computer or video game addiction is excessive or compulsive
with substance use disorder. On the spectrum of impulsivity
use of computer and video games that interferes with daily life.
and obsessive-compulsive behavior, there is some evidence for
impulsivity on the Barrat Impulsiveness scale (4), and exces-
Address correspondence to Aviv M. Weinstein,, Ph.D., Department sive computer and video game playing supports the notion of
of Medical Biophysics and Nuclear Medicine, Hadassah Hospital, Ein obsessive-compulsive behavior although formal assessment of
Kerem, Jerusalem, Israel. E-mail: avivweinstein@yahoo.com obsessive-compulsive behavior in these individuals has not been

268
COMPUTER/VIDEO GAME ADDICTION 269

done. According to Griffiths (6) case studies of individuals who video games. Video game dependency (VGD) was accompa-
use the Internet excessively may also provide better evidence of nied by increased levels of psychological and social stress in the
whether Internet addiction exists, because the data collected are form of lower school achievement, increased truancy, reduced
much more detailed than data from surveys. Case studies can sleep time, limited leisure activities, and increased thoughts of
highlight the role of context in distinguishing excessive gam- committing suicide. In addition, it becomes evident that per-
ing from addictive gaming and can demonstrate that excessive sonal risk factors were crucial for VGD (13). Finally, a survey
gaming does not necessarily mean that a person is addicted. It of 3,975 Turkish undergraduate students found that the most
is argued that online gaming addiction should be characterized preferred type of game was violent games; while preference for
by the extent to which excessive gaming impacts negatively on strategy and fantasy role-play games has increased with age,
other areas of the gamers’ lives rather than the amount of time preference for other games has decreased (14).
spent playing. It is also suggested that an activity cannot be This review searched articles published between 2000 and
described as an addiction if there are few (or no) negative con- 2009 in Medline and PubMed using the key word computer and
sequences in the player’s life even if the gamer is playing 14 video game addiction over the topics of diagnosis, phenomenol-
hours a day (7). ogy, epidemiology, and treatment.
Currently, it is not clear whether video game playing meets
criteria for a syndrome, e.g., Diagnostic and Statistical Man-
WHY DO PEOPLE BECOME ADDICTED TO COMPUTER
ual of Mental Disorders, Fourth Edition (DSM-IV) or ICD-
GAME PLAYING?
10 definition of a clinically significant pattern (consistent co-
Although repetition of favorite activities has a moderate ef-
occurrence and time course) of behavioral and psychological
fect upon computer game addiction, flow experience, the emo-
signs and symptoms that cause distress or impairment. In 2007,
tional state embracing perceptional distortion and enjoyment
the American Psychiatric Association reviewed whether or not
shows a strong impact on addiction in Taiwanese players (15).
video game addiction should be added to the new DSM to be
Responses of computer game players in Taiwan have qualita-
released in 2012. The conclusion was that there was not enough
tively reflected their psychological needs and motivations in
evidence to warrant the inclusion of computer game addiction
daily life, but also to the interplay of real self and virtual self,
as a disorder.
compensatory, or extensive satisfaction for their needs and self-
reflections (16). Social relationships and the specific time and
DIAGNOSIS AND PREVALENCE flexibility characteristics (“easy-in, easy-out”) in multiplayer
browser games have been suggested as the main cause for en-
The diagnostic assessment of internet or computer game
joyment in Germany (17). Game and internet addictions are also
dependency remains problematic. Different studies in differ-
connected with interpersonal relationship patterns (18). Compe-
ent countries have used different scales to assess prevalence
tition, in contrast, seems to be less important for browser gamers
of computer game addiction. A national Harris Poll survey of
than for users of other game types. There is only weak evidence
1,178 U.S. youths ages 8–18 years found that 8.5% of computer
for the assumption that aggressive behavior is associated with
gamers were pathological players according to standards es-
excessive gaming (9). Excessive computer game playing could
tablished for pathological gambling (Harris Interactive, 2007).
result in deficient visual-spatial ability (19).
Among 323 German children ranging in age from 11 to 14
years, 9.3% (N = 30) met criteria for dependency and patholog-
ical gaming using DSM-IV and ICD-10 criteria (8). A second HEALTH HAZARDS
study of 7069 computer-game players reported that 11.9% met The medical profession, for over 20 years, has voiced a num-
three of the diagnostic criteria for addiction (9). Finally, among ber of concerns about video game playing. Back in the early
221 computer game players, 6.3% have met ICD-10 criterion of 1980s, rheumatologists described cases of “Pac-man’s Elbow”
addiction (10). Among 2327 Norwegian youth, 2.7% (4.2% of and “Space Invaders’ Revenge” in which players have suffered
the boys, 1.1% of the girls) fulfilled the criteria for pathological skin, joint, and muscle problems from repeated button hitting
playing following a “Diagnostic Questionnaire for Internet Ad- and joystick pushing on the game machines (20). Early research
diction of Young;” 9.8% (14.5% of the boys, 5% of the girls) by Loftus and Loftus indicated that two-thirds of (arcade) video
were considered to be engaging in “at risk playing” (11). In the game players examined complained of blisters, calluses, sore
United Kingdom, a survey of 387 adolescents (12–16 years of tendons, and numbness of fingers, hands, and elbows directly as
age) found that 20% met computer dependence using a scale a result of their playing. There have been a whole host of case
adapted from the DSM-III-R criteria for pathological gambling studies in the medical literature reporting some of the adverse
(12). A German National survey of 7000 gamers found that effects of playing video games (21, 22). These have included
12% met three of the criterion for internet addiction (9). Re- auditory hallucinations (23), enuresis (24), encoprisis (25),
sults of a German nationwide survey of 44,610 male and female wrist pain (26), neck pain (27), elbow pain (27), tenosynovitis-
ninth-graders in 2007 and 2008 have shown that 3% of the male also called “nintendinitis” (28–31), hand-arm vibration syn-
and.3% of the female students were diagnosed as dependent on drome (32), repetitive strain injuries (33), and peripheral
270 A. M. WEINSTEIN

neuropathy (34). Recently, there is a study describing ten pa- potentially secondary to the neurotoxic effects of “ecstasy” on
tients who experienced epileptic seizures while playing the 5-HT signaling.
newest genre of electronic games Massively Multiplayer Online We, therefore, decided to investigate dopamine release in the
Role-Playing Games (MMORPGs) (35). Patients were predom- brain during playing of a motorbike riding computer game. Be-
inantly young, male adults, and most of the events were gener- cause some subjects were former chronic users of MDMA (“ec-
alized tonic-clonic seizures, myoclonic seizures, and absences. stasy”), we were also able to evaluate whether past chronic use
The author suggested that while the prevalence of MMORPG- of “ecstasy” had any long-term effects on game performance,
induced seizures remains unknown, there should be an aware- levels of dopamine receptor occupancy, or dopamine release in
ness of this special form of reflex seizures in order to provide the striatum during game playing.
an appropriate health warning to MMORPG players. Unfortunately, our study did not include computer game play-
ers since our grant was limited to investigate drug addiction.

PREVENTION AND TREATMENT


There is preliminary evidence for success of an “initiated ab- BEHAVIORALLY-INDUCED DOPAMINE-RELEASE IN THE
stinence” program in 12–15 year old pupils in Austria, Germany, BRAIN’S REWARD SYSTEM
and Italy (36). Some countries like the United States, Canada, The quantification of dopamine release in the human brain
China, Korea, and the Netherlands have opened treatment cen- is now possible due to brain imaging techniques that mea-
ters for video game addiction. In 2009, ReSTART has set up sure dopamine D2 receptor availability in human subjects using
a residential treatment center in Seattle, WA for pathological dopamine competition with either [123 I] IBZM (a D2 receptor
internet use. There is little evidence for psychological or phar- antagonist radiotracer) in single photon emission computed to-
macological treatment for video and computer game addiction. mography (SPECT) (42) or [11 C] raclopride in positron emission
A study using methylphenidate in 62 Korean children diagnosed tomography (PET). Either [123 I] IBZM or [11 C] raclopride bind-
with ADHD and internet video game addiction was reported (2). ing is sensitive to endogenous DA concentration; this procedure
After 8 weeks of treatment, measures of internet use scores and can also be used to measure relative changes in DA concentra-
internet usage times were significantly reduced, and these mea- tion secondary to pharmacological or behavioral interventions.
sures were positively correlated with measures of attention. The Playing a computer tank riding game can release dopamine in
authors suggest that internet video game playing might be a vivo in the human brain comparable to the dopamine released as
means of self-medication for children with ADHD. In addition, a result of pharmacological challenge with amphetamines (43).
they cautiously suggest that Methylphenidate (MPH) might be Behavioral paradigms, such as playing a video game (43), mon-
evaluated as a potential treatment of Internet addiction. In sum- etary reward tasks (44), and non-hedonic food motivation (45)
mary, there are very few clinical trials and no meta-analyses on also release dopamine in brain meso-limbic reward centers.
treatment for excessive computer game addiction.
PROCEDURE
MOTORBIKE-RIDING COMPUTER GAME FOR Subjects
QUANTIFYING DOPAMINE RELEASE: RATIONALE AND Nine former “ecstasy” users (mean age 25 years (SD = 3.5);
AIMS OF THE STUDY 8 males, 1 female) verified abstinent up to 1.5 years (mean = 5
Chronic use of psycho-stimulants such as cocaine and months, range 1–18 months) and eight control subjects (mean
methamphetamine results in long-term effects to the dopamine age 35.75 years(SD = 6.5); 7 males, 1 female). Former “ecstasy”
reward system. For example, compared to healthy subjects, users had less education (12 (.9) years) than control subjects
detoxified cocaine-dependent subjects exhibit reduced striatal (13.75 (1.6) years). Ex-“ecstasy” users used on average 220
D2 receptor availability (37–39) and decreased drug-induced “ecstasy” tablets (range 30–600) in their life, and total number
dopamine release (39, 40). Currently, there is evidence that ab- of tablets in their lifetime was 428.5 (range 30–1500). They
stinent “ecstasy” users with a history of using sequential “ec- used “ecstasy” on average for 12 years and 3 months (SD =
stasy” doses had no reductions in striatal dopamine transporter .92). They reported on average 7 times of using “ecstasy” in a
(DAT) binding (41). Since other stimulant drug abusing popu- month during their last year of use before treatment (SD = 3.3)
lations show evidence of diminished dopamine responsiveness and time since last use was on average 5 months (range 1–18
we have decided to test whether this observation extends to months). A list of all substances used by ex-”ecstasy” users is
“ecstasy” abusers in response to a non-drug reward/challenge. presented in Table 1.
We hypothesized that chronic use of “ecstasy,” similar to other The former “ecstasy”-users, recruited from drug treatment
psycho-stimulants such as cocaine and methamphetamine might centers. Control subjects were recruited through advertisement
result in long-term changes to the dopaminergic reward system. in treatment centers and the hospital. They reported no current
The effects of “ecstasy”-induced alterations on the dopamine or recent use of “ecstasy” or marijuana. Five of the ex-“ecstasy”
reward circuit (basal ganglia-thalamo-cortical circuit) are patients were treated with antidepressant medication (Sertraline,
COMPUTER/VIDEO GAME ADDICTION 271

TABLE 1.
List of drugs and alcohol use among ex-“ecstasy” users.
Drug Mean SD Range
Cigarettes (per day) 17 6.75 5–30
Alcohol units per week 2.95 2.54 0–9
Amphetamines: lifetime number of tablets 2.8 4 0–10
Cocaine: lifetime number of times used 25 3.6 0–50
L.S.D.: lifetime number of tablets 75 80 0–500
Marijuana: number of cigarettes per day 11.8 11 1–30
Inhalants 20.8 62 0–200
Opiates: number of times used 2.4 3 0–8
PCP 0 0 0
Magic mushrooms: lifetime number of use 9.4 16 0–50

Venlafaxine, Fluoxetine, and Escitalopram) and six of them were Image Analysis
treated with relaxants (Clonazepam and Diazepam). They were A measure of dopamine receptor occupancy obtained without
scanned six months after treatment when they were not taking plasma measurements is the specific to nonspecific equilibrium
medication. partition coefficient, V3 ”, which is a measure of dopamine D2
receptor availability and can be calculated from: V3 ” = (S –
O)/O, where S and O are activity concentrations in the striatum
Behavioral Computerized Game and occipital cortex, respectively (42). This calculation has been
Commercially available motorbike-riding computerized shown to give accurate values of V3 ” under equilibrium condi-
video game by “motogp” ultimate racing technology tions. Its accuracy is not known under the conditions of this
(www.THQ.Co.UK) using a joystick. The time it took to com- study, where infusion was stopped before the first scan. All im-
plete each track on the racing field was recorded on the computer. ages were registered and normalized to an IBZM template (48)
using the preprocessing tools of Statistical Parametric Mapping
(SPM). The image comparisons were then performed using the
Procedure MarsBaR tool within SPM.
Eligible subjects gave written informed consent and were
admitted to the hospital at 10 a.m. Starting at 10:30 a.m., they
received a bolus injection of 5–6 mCi of [123 I] IBZM, followed RESULTS
by constant infusion of 5–6 mCi of [123 I] IBZM (1.7–2 mCi/hr First, at baseline, there was no significant difference in D2
for three hours while resting on a hospital bed. Due to problems receptor occupancy, i.e., partition coefficient (V3”), in absti-
with radiation safety in our brain imaging facility, we were not nent “ecstasy” users compared with control subjects (.71 and
able to continue with constant infusion beyond 3 hours postin- .86, respectively). Second, during performance of the video
jection. We are not aware of any literature precedents for using game, there was a 10.5% reduction, compared to baseline, in
an altered [123 I] IBZM infusion protocol like ours. In healthy the partition coefficient (V3”) in control subjects in the cau-
volunteers who were injected with bolus [123 I] IBZM without date, consistent with increased dopamine release and binding to
constant infusion, pseudo-equilibrium was achieved at 90 min the D2 receptors. In control subjects, there were lower rates of
post-bolus injection of [123 I] IBZM, and it was maintained un- binding potential after motorbike riding game compared with
til the end of the SPECT session at 3 hours postinjection (46). baseline (scan 1 versus scan 2) in the right caudate t (1,7) = 2.56;
In our study, due to the termination of constant infusion after p < .05. There was no reduction in the abstinent “ecstasy” users
3 hours, there is a possibility of a higher rate of washout of after performance of the video game in all parts of the striatum.
the tracer from the plasma, which might have affected the re- Third, D2 receptor levels have not returned to baseline after the
sults. However, there is evidence that postinfusion equilibrium third scan in control subjects consistently with results reported
is maintained, and the washout rate of the tracer from the plasma by a previous study (22). Fourth, there was significant correla-
may have been minimal, and it may have not affected our results tion between performance measures (reaction time on the video
(47). After a baseline SPECT scan, they returned to their room game) of all subjects and baseline measures of binding poten-
and played the motorbike-riding computer game for 40 minutes. tials (scan 1) in the right caudate (r = .70; p < .001), left caudate
After game playing, they had a second SPECT scan, followed (r = .67; p < .01), right putamen (r = .68; p < .01), and left
after 15 minutes of rest by a third SPECT scan. putamen (r = .72; p < .001). Finally, there was no difference
272 A. M. WEINSTEIN

Right caudate
0.8
0.7
0.6
0.5
controls

V3"
0.4
patients
0.3
0.2
0.1
0
scan1 scan2 scan3

Left caudate
0.7
0.6
0.5
controls 0.4

V3"
patients 0.3
0.2
0.1
0
scan1 scan2 scan3

Right putamen
1.2
1
0.8
controls

V3"
0.6
patients
0.4
0.2
0
scan1 scan2 scan3

Left putamen
1

0.8

controls 0.6
V3"

patients 0.4

0.2

0
scan1 scan2 scan3

Figure 1. Measures of partition coefficient (V3”) in control subjects and ex-“ecstasy” patients in the caudate and putamen divided by laterality in all scans (1, 2,
and 3).

in performance (reaction-time) between the two groups on the DISCUSSION


motorbike video game. Control subjects had significant 10.5% reduction in bind-
Figure 1 shows measures of partition coefficient (V3”) in ing potential measure in the caudate after performance com-
control subjects and abstinent “ecstasy” patients in the caudate pared with their baseline measure, consistent with the results
and putamen divided by laterality in all scans (1, 2, and 3). reported by a previous study (43) that showed 13% reduction of
Table 2 shows average V3” measures and standard deviations binding potential in the ventral striatum after video game perfor-
in the caudate putamen in control subjects and ex-“ecstasy” mance. This is comparable to measures of dopamine release pro-
users in all scans. duced by amphetamine (49) or methylphenidate (50, 51). This
COMPUTER/VIDEO GAME ADDICTION 273

TABLE 2.
Average V3” measures in the caudate putamen in control subjects and ex-“ecstasy” users in all scans.
Left caudate Scan 1 Scan 2 Scan 3 Right caudate Scan 1 Scan 2 Scan 3
Control .64 .53 .44 mean .75 .65 .56
subjects
mean
SD .29 .26 .17 SD .36 .29 .23
Ex-“ecstasy” .53 .50 .48 mean .61 .59 .54
subjects
mean
SD .24 .13 .19 SD .16 .22 .20
Left putamen Scan 1 Scan 2 Scan 3 Right putamen Scan 1 Scan 2 Scan 3
Control .95 .88 .71 mean 1.10 1.00 .84
subjects
mean
SD .40 .36 .30 SD .44 .36 .28
Ex-“ecstasy” .80 .79 .78 mean .91 .92 .84
subjects
mean
SD .26 .17 .29 SD .25 .20 .26

finding implies that video game playing is capable of significant availability measures decline about 6.6% every 10 years) (52).
dopamine release that is comparable to the effects of psycho- Fourthly, since there was only one female subject in each group,
stimulant drugs on the brain. It is plausible that individuals who and they were both pre-menopausal, this may have affected
are addicted to video-game playing derive much pleasure from the results, but there is no evidence for any menstrual-cycle-
playing these games due to extensive dopamine release. In con- dependent variation in D2 receptor density detectable with single
trast, former “ecstasy” users showed little change in D2 binding PET [11 C] Raclopride (53). Fifthly, the second and third scans
potential in the caudate/putamen in response to video game per- were not performed under ideal conditions of equilibrium, and
formance. This finding implies low brain dopamine response this may have affected the results due to higher rates of washout.
to natural reward presumably due to previous sensitization to Finally, this is a small sample even for a brain imaging study
stimulant drugs that release a great amount of dopamine in their due to strict selection criteria.
brain over time.
The finding of correlation between reaction time measure-
ments and the baseline scan V3” for both cohorts merits further OVERALL DISCUSSION
consideration. Our findings suggest that there was no effect of Computer or video game addiction, which is excessive or
game playing on changes in V3” in ex-“ecstasy” users, even compulsive use of computer and video games with resulting
though their reaction times like comparison subject reaction adverse consequences, is not clinically defined as a part of be-
times were correlated with baseline scan V3”. These findings havioral addictions in DSM-IV. There is no official diagnosis
taken altogether may imply at least a partial dissociation be- or definition of the disorder in any official diagnostic system.
tween the reward and motor system consequences of “ecstasy” There were several studies investigating the prevalence of this
use. disorder; however, they used different scales adapted from the
There are several limitations to our study. First, our ex- DSM-III-R criteria for pathological gambling or other addic-
“ecstasy” patients have used other drugs than “ecstasy,” which tions to create diagnostic questionnaires. People like computer
may have affected measures of binding potential especially game playing and become addicted to it due to repetition of
in the case of marijuana. Secondly, most ex-“ecstasy” users favorable activities or emotional experiences, experiences of
have been treated with Selective Serotonin Reuptake Inhibitors fulfillment, social relationship, and flexibility, while the aspects
(SSRIs) or relaxant medication (benzodiazepines), and these of competition and aggression have been discounted.
medications are known to interact with the dopamine system, Three different mechanisms have been suggested as driving
although they were not medicated during scanning. Thirdly, excessive computer gaming, although there have been very few
the ex-“ecstasy” users were younger than control subjects, but psycho-physiological investigations of these underlying mech-
that would only mean that their dopamine receptor occupancy anisms. First, it has been suggested that computer games are
should be higher than control subjects (dopamine transporter inadequate means of coping with frustration, stress, and fears
274 A. M. WEINSTEIN

(5). The excessive usage of computer and video games is seen as abusers, individuals diagnosed with behavioral addictions such
a rewarding behavior which can, due to learning mechanisms, as gambling and computer game addiction would show reduced
become a prominent and inadequate strategy for 11 to 14 year dopamine release after performance of video games or gam-
old children to cope with negative emotions like frustration, un- bling presumably due to sensitization. Future research could
easiness, and fears. Like substance abuse or addiction, excessive investigate these individuals and could give a psycho-biological
computer and video game players use their excessive rewarding explanation to this emerging object of scientific research.
behavior specifically as an inadequate stress coping strategy. It is
also known that computer game addiction decreased the quality
of interpersonal relationships and the amount of social anxiety ACKNOWLEDGMENT
increased as the amount of time spent playing online games We would like to thank Shaul Schreiber, Isachar Herman,
increased (54). Secondly, and consistent with the stress-coping Omri Frisch, and Eitan Ekstein for providing access to their
explanation, it has been suggested that in-game reinforcement patients. We would like to thank the staff at the Departments of
and skill significantly influence a number of affective measures, Nuclear Medicine at Sourasky Medical Center and Hadassah
most notably excitement, arousal, and frustration (55). Thirdly, Hospital, particularly Einat Even-Sapir, Mazal Greemland,
excessive computer game playing may be maintained through Hedva Lerman, Yodphat Krausz, and Boris Bakunin. We would
effects on reward and sensitization (56), similar to the long- also like to thank David Nutt and Paul Grasby for early dis-
term changes in the brain reward circuitry thought to maintain cussions and initiation of the study, John Seibyl for advice
substance dependence. Electroencephalographic recordings in concerning imaging, Nanette Freedman and Elisheva Deutz for
computer game players have shown increased emotional pro- image analysis, and Marko Leyton and Mike Morgan for useful
cessing of computer-related cues in parietal brain regions in comments on the manuscript. Preliminary results of this study
pathologically excessive players compared with casual play- were presented at the College of Problems of Drug Dependence
ers. Furthermore, when participants with online game addiction annual meeting, Orlando, FL, June 2005 and the European Col-
were presented with gaming pictures and mosaic control pic- lege of Neuropsychopharmacology annual meeting in Vienna,
tures while undergoing functional magnetic resonance imaging Austria, October 2007.
(fMRI), they have shown activation of the brain’s craving areas
including the right orbito-frontal cortex, right nucleus accum-
bens, bilateral anterior cingulate and medial frontal cortex, right
Declaration of Interest
dorso-lateral prefrontal cortex, and right caudate nucleus (57).
Thus, the results suggest that the gaming urge/craving in online The reported research was funded by a grant from the “Adams
gaming addiction and craving in substance dependence might Trust” in Tel Aviv University and a grant from the Israeli Anti-
share the same neurobiological mechanism. Drug Authority.
Finally, in an functional Magnetic Resonance Imaging Dr. Weinstein is now supported by the Israeli Anti-Drug
(fMRI) study contrasting a space-infringement game with a Authority and the National Institute for Psychobiology in Israel.
control task, males showed greater activation and functional The authors report no conflict of interest. The authors alone are
connectivity compared to females in the meso-cortico-limbic responsible for the content and writing of this paper.
system (58). These findings may be attributable to higher moti-
vational states in males, as well as gender differences in reward
prediction, learning reward values, and cognitive state during REFERENCES
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