
EEG response to game-craving according to personal preference for games
Author(s) -
JeongMyeong Ha,
Wanjoo Park,
SangIn Park,
ChangHwan Im,
Laehyun Kim
Publication year - 2020
Publication title -
social cognitive and affective neuroscience
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 2.229
H-Index - 103
eISSN - 1749-5024
pISSN - 1749-5016
DOI - 10.1093/scan/nsaa131
Subject(s) - craving , psychology , preference , electroencephalography , video game , addictive behavior , audiology , clinical psychology , addiction , psychiatry , medicine , multimedia , computer science , economics , microeconomics
Recently, the World Health Organization included 'gaming disorder' in its latest revision of the international classification of diseases (ICD-11). Despite extensive research on internet gaming disorder (IGD), few studies have addressed game-related stimuli eliciting craving, which plays an important role in addiction. Particularly, most previous studies did not consider personal preferences in games presented to subjects as stimuli. In this study, we compared neurophysiological responses elicited for favorite game (FG) videos and non-favorite game (NFG) videos. We aimed to demonstrate neurophysiological characteristics according to the game preference in the IGD group. We measured participants' electroencephalogram (EEG) while they watched FG, NFG and neutral videos. For FG videos, the parieto-occipital theta power (TPPO) were significantly increased compared with those for NFG videos (P < 0.05, paired t-test). TPPO also differed significantly between the healthy control and IGD groups only on FG videos controlling covariate (TPPO on neutral videos) (P < 0.05, analysis of covariance [ANCOVA]). And TPPO was significantly correlated to self-reported craving score only on FG videos (r = 0.334, P < 0.05). In the present study, we demonstrate that FG videos induce higher TPPO than that induced by NFG videos in the IGD group and TPPO is a reliable EEG feature associated with craving for gaming.