Altered resting-state network connectivity in internet gaming disorder.

Background: The growing popularity of internet gaming among adolescents and young adults has driven an increase in both casual and excessive gaming behavior. Nevertheless, it remains unclear how progressive increases in internet gaming engagement led to changes within and between brain networks. Thi...

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Publicado en:Annals of General Psychiatry Vol. 24; no. 1; pp. 1 - 9
Autores principales: Gao, Guoqing, Rong, Bei, Huang, Junhua, Zhou, Mingzhe, Zhao, Haomian, Tu, Ning, Bu, Lihong, Xiao, Ling, Wang, Gaohua
Formato: diagnostic images research tables/charts Journal Article
Publicado: BioMed Central 3/17/2025
Acceso en línea:Ver este registro en EBSCOhost
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      jtl: Annals of General Psychiatry
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      dt: 3/17/2025
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      pub: BioMed Central
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        10.1186/s12991-025-00553-1
        183748382
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        atl: Altered resting-state network connectivity in internet gaming disorder.
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        au:
          Gao, Guoqing
          Rong, Bei
          Huang, Junhua
          Zhou, Mingzhe
          Zhao, Haomian
          Tu, Ning
          Bu, Lihong
          Xiao, Ling
          Wang, Gaohua
        affil: https://ror.org/03ekhbz91 Department of Psychiatry, Renmin Hospital of Wuhan University, Wuhan, Hubei, China
      sug:
        subj:
          Brain Physiopathology
          Large-Scale Brain Networks Physiopathology
          Video Games Adverse Effects
          Internet Addiction Complications
          Brain Radiography
          Magnetic Resonance Imaging
          Human
          Funding Source
          China
          Male
          Female
          Adult
          Cross Sectional Studies
          Attentional Bias
          Adult: 19-44 years
          Male
          Female
      ab: Background: The growing popularity of internet gaming among adolescents and young adults has driven an increase in both casual and excessive gaming behavior. Nevertheless, it remains unclear how progressive increases in internet gaming engagement led to changes within and between brain networks. This study aims to investigate these connectivity alterations across varying levels of gaming involvement. Methods: In this cross-sectional study, 231 participants were recruited and classified into three groups according to Diagnostic and Statistical Manual of Mental Disorders (DSM-5) criteria for Internet Gaming Disorder (IGD): IGD group, highly engaged gaming(HEG) group, and lowly engaged gaming (LEG) group. Resting-state fMRI data from 217 participants (143 males, 74 females) were included in the final analysis. Independent component analysis was used to examine differences in intra- and inter-network functional connectivity (FC)across the three groups. Results: No significant differences were found in intra-network FC across the three groups. However, significant inter-network differences between the dorsal attention network(dAN)and the visual network (VN) among the three groups were observed. The HEG group exhibited significantly higher dAN-VN functional network connectivity (FNC) compared to the LEG group. Linear correlation analyses showed no significant correlation between the dAN-VN FNC values and IGD-20T scores. Conclusion: Throughout the development of IGD, increasing levels of engagement are associated with a rise and subsequent decline in FNC of DAN-VN. This pattern may reflect top-down attentional regulation in the early stages of addiction, followed by attentional bias as addiction progresses.
      pubtype: Academic Journal
      doctype:
        diagnostic images
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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