Second objective is to describe a brain imaging study measuring dopamine release during computer game playing.. Nine abstinent “ecstasy” users and 8 control subjects were scanned at base
Trang 1ISSN: 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
Background: Computer game addiction is excessive or
com-pulsive use of computer and video games that may interfere with
daily life It is not clear whether video game playing meets
di-agnostic criteria for Didi-agnostic and Statistical Manual of Mental
Disorders, Fourth Edition (DSM-IV) Objectives: First objective is
to review the literature on computer and video game addiction
over the topics of diagnosis, phenomenology, epidemiology, and
treatment Second objective is to describe a brain imaging study
measuring dopamine release during computer game playing
Meth-ods: Article search of 15 published articles between 2000 and 2009
in Medline and PubMed on computer and video game addiction.
Nine abstinent “ecstasy” users and 8 control subjects were scanned
at baseline and after performing on a motorbike riding computer
game while imaging dopamine release in vivo with [123I] IBZM and
single photon emission computed tomography (SPECT) Results:
Psycho-physiological mechanisms underlying computer game
ad-diction are mainly stress coping mechanisms, emotional reactions,
sensitization, and reward Computer game playing may lead to
long-term changes in the reward circuitry that resemble the effects
of substance dependence The brain imaging study showed that
healthy control subjects had reduced dopamine D2 receptor
occu-pancy of 10.5% in the caudate after playing a motorbike riding
computer game compared with baseline levels of binding
consis-tent with increased release and binding to its receptors Ex-chronic
“ecstasy” users showed no change in levels of dopamine D2
recep-tor occupancy after playing this game Conclusion: This evidence
supports the notion that psycho-stimulant users have decreased
sensitivity to natural reward Significance: Computer game
ad-dicts or gamblers may show reduced dopamine response to stimuli
associated with their addiction presumably due to sensitization.
Keywords addictionx, brain imaging, computer game playing,
dopamine, reward, video game playing
INTRODUCTION
Problem Definition
Computer or video game addiction is excessive or compulsive
use of computer and video games that interferes with daily life
Address correspondence to Aviv M Weinstein,, Ph.D., Department
of Medical Biophysics and Nuclear Medicine, Hadassah Hospital, Ein
Kerem, Jerusalem, Israel E-mail: avivweinstein@yahoo.com
Users may play compulsively, isolating themselves from other forms of social contact, and focus almost entirely on in-game achievements rather than broader life events
Griffiths (1) has operationally defined addictive behavior as any behavior that features what he believes are the six core components of addiction (i.e., salience, mood modification, tol-erance, withdrawal symptoms, conflict, and relapse) He further argued that video game addiction fulfils the criterion of addic-tion by virtue of meeting these criteria In his view, since many video game users are excessive users and not addicts, video game addiction may be a medium for satisfaction of arousal and reward (see section on mechanisms of reward) In addition
to the neurochemical basis for addiction, there are accompa-nied behavioral markers of dependence in adolescents such as stealing, truancy, not doing homework, irritability if unable to play, etc Finally, single case studies have shown the video game addiction was used in order to compensate for deficiencies in one’s life in areas such as interpersonal relationships, physical appearance, disability, coping, etc Griffith (2) argued that al-though there are educational, social, and therapeutic benefits to video games play, taken in excess they could lead to addiction, playing 24 hours a day 7 days a week and in some cases to a gambling problem Finally, Griffiths (3) concluded that adverse effects of video game addiction are relatively minor and tempo-rary resolving spontaneously with decreased frequency of play
or to affect a small group of players
There is no evidence for genetic factors influencing video
or computer game addiction Most studies describe a behavior that is independent of other psychiatric disorders (e.g., not just secondary to another condition such as attention deficit hyper-activity disorder [ADHD] or mania) There is a single study suggesting co-morbidity with depression (4) and for comorbid-ity with ADHD (5) but there is no evidence for co-morbidcomorbid-ity with substance use disorder On the spectrum of impulsivity and obsessive-compulsive behavior, there is some evidence for impulsivity on the Barrat Impulsiveness scale (4), and exces-sive computer and video game playing supports the notion of obsessive-compulsive behavior although formal assessment of obsessive-compulsive behavior in these individuals has not been 268
Trang 2done According to Griffiths (6) case studies of individuals who
use the Internet excessively may also provide better evidence of
whether Internet addiction exists, because the data collected are
much more detailed than data from surveys Case studies can
highlight the role of context in distinguishing excessive
gam-ing from addictive gamgam-ing and can demonstrate that excessive
gaming does not necessarily mean that a person is addicted It
is argued that online gaming addiction should be characterized
by the extent to which excessive gaming impacts negatively on
other areas of the gamers’ lives rather than the amount of time
spent playing It is also suggested that an activity cannot be
described as an addiction if there are few (or no) negative
con-sequences in the player’s life even if the gamer is playing 14
hours a day (7)
Currently, it is not clear whether video game playing meets
criteria for a syndrome, e.g., Diagnostic and Statistical
Man-ual of Mental Disorders, Fourth Edition (DSM-IV) or
ICD-10 definition of a clinically significant pattern (consistent
co-occurrence and time course) of behavioral and psychological
signs and symptoms that cause distress or impairment In 2007,
the American Psychiatric Association reviewed whether or not
video game addiction should be added to the new DSM to be
released in 2012 The conclusion was that there was not enough
evidence to warrant the inclusion of computer game addiction
as a disorder
DIAGNOSIS AND PREVALENCE
The diagnostic assessment of internet or computer game
dependency remains problematic Different studies in
differ-ent countries have used differdiffer-ent scales to assess prevalence
of computer game addiction A national Harris Poll survey of
1,178 U.S youths ages 8–18 years found that 8.5% of computer
gamers were pathological players according to standards
es-tablished for pathological gambling (Harris Interactive, 2007)
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
study of 7069 computer-game players reported that 11.9% met
three of the diagnostic criteria for addiction (9) Finally, among
221 computer game players, 6.3% have met ICD-10 criterion of
addiction (10) Among 2327 Norwegian youth, 2.7% (4.2% of
the boys, 1.1% of the girls) fulfilled the criteria for pathological
playing following a “Diagnostic Questionnaire for Internet
Ad-diction of Young;” 9.8% (14.5% of the boys, 5% of the girls)
were considered to be engaging in “at risk playing” (11) In the
United Kingdom, a survey of 387 adolescents (12–16 years of
age) found that 20% met computer dependence using a scale
adapted from the DSM-III-R criteria for pathological gambling
(12) A German National survey of 7000 gamers found that
12% met three of the criterion for internet addiction (9)
Re-sults of a German nationwide survey of 44,610 male and female
ninth-graders in 2007 and 2008 have shown that 3% of the male
and.3% of the female students were diagnosed as dependent on
video games Video game dependency (VGD) was accompa-nied by increased levels of psychological and social stress in the form of lower school achievement, increased truancy, reduced sleep time, limited leisure activities, and increased thoughts of committing suicide In addition, it becomes evident that per-sonal risk factors were crucial for VGD (13) Finally, a survey
of 3,975 Turkish undergraduate students found that the most preferred type of game was violent games; while preference for strategy and fantasy role-play games has increased with age, preference for other games has decreased (14)
This review searched articles published between 2000 and
2009 in Medline and PubMed using the key word computer and video game addiction over the topics of diagnosis, phenomenol-ogy, epidemiolphenomenol-ogy, and treatment
WHY DO PEOPLE BECOME ADDICTED TO COMPUTER GAME PLAYING?
Although repetition of favorite activities has a moderate ef-fect upon computer game addiction, flow experience, the emo-tional state embracing percepemo-tional distortion and enjoyment shows a strong impact on addiction in Taiwanese players (15) Responses of computer game players in Taiwan have qualita-tively reflected their psychological needs and motivations in daily life, but also to the interplay of real self and virtual self, compensatory, or extensive satisfaction for their needs and self-reflections (16) Social relationships and the specific time and flexibility characteristics (“easy-in, easy-out”) in multiplayer browser games have been suggested as the main cause for en-joyment in Germany (17) Game and internet addictions are also connected with interpersonal relationship patterns (18) Compe-tition, in contrast, seems to be less important for browser gamers than for users of other game types There is only weak evidence for the assumption that aggressive behavior is associated with excessive gaming (9) Excessive computer game playing could result in deficient visual-spatial ability (19)
HEALTH HAZARDS
The medical profession, for over 20 years, has voiced a num-ber of concerns about video game playing Back in the early 1980s, rheumatologists described cases of “Pac-man’s Elbow” and “Space Invaders’ Revenge” in which players have suffered skin, joint, and muscle problems from repeated button hitting and joystick pushing on the game machines (20) Early research
by Loftus and Loftus indicated that two-thirds of (arcade) video game players examined complained of blisters, calluses, sore tendons, and numbness of fingers, hands, and elbows directly as
a result of their playing There have been a whole host of case studies in the medical literature reporting some of the adverse effects of playing video games (21, 22) These have included auditory hallucinations (23), enuresis (24), encoprisis (25), wrist pain (26), neck pain (27), elbow pain (27), tenosynovitis-also called “nintendinitis” (28–31), hand-arm vibration syn-drome (32), repetitive strain injuries (33), and peripheral
Trang 3neuropathy (34) Recently, there is a study describing ten
pa-tients who experienced epileptic seizures while playing the
newest genre of electronic games Massively Multiplayer Online
Role-Playing Games (MMORPGs) (35) Patients were
predom-inantly young, male adults, and most of the events were
gener-alized tonic-clonic seizures, myoclonic seizures, and absences
The author suggested that while the prevalence of
MMORPG-induced seizures remains unknown, there should be an
aware-ness of this special form of reflex seizures in order to provide
an appropriate health warning to MMORPG players
PREVENTION AND TREATMENT
There is preliminary evidence for success of an “initiated
ab-stinence” program in 12–15 year old pupils in Austria, Germany,
and Italy (36) Some countries like the United States, Canada,
China, Korea, and the Netherlands have opened treatment
cen-ters for video game addiction In 2009, ReSTART has set up
a residential treatment center in Seattle, WA for pathological
internet use There is little evidence for psychological or
phar-macological treatment for video and computer game addiction
A study using methylphenidate in 62 Korean children diagnosed
with ADHD and internet video game addiction was reported (2)
After 8 weeks of treatment, measures of internet use scores and
internet usage times were significantly reduced, and these
mea-sures were positively correlated with meamea-sures of attention The
authors suggest that internet video game playing might be a
means of self-medication for children with ADHD In addition,
they cautiously suggest that Methylphenidate (MPH) might be
evaluated as a potential treatment of Internet addiction In
sum-mary, there are very few clinical trials and no meta-analyses on
treatment for excessive computer game addiction
MOTORBIKE-RIDING COMPUTER GAME FOR
QUANTIFYING DOPAMINE RELEASE: RATIONALE AND
AIMS OF THE STUDY
Chronic use of psycho-stimulants such as cocaine and
methamphetamine results in long-term effects to the dopamine
reward system For example, compared to healthy subjects,
detoxified cocaine-dependent subjects exhibit reduced striatal
D2 receptor availability (37–39) and decreased drug-induced
dopamine release (39, 40) Currently, there is evidence that
ab-stinent “ecstasy” users with a history of using sequential
“ec-stasy” doses had no reductions in striatal dopamine transporter
(DAT) binding (41) Since other stimulant drug abusing
popu-lations show evidence of diminished dopamine responsiveness
we have decided to test whether this observation extends to
“ecstasy” abusers in response to a non-drug reward/challenge
We hypothesized that chronic use of “ecstasy,” similar to other
psycho-stimulants such as cocaine and methamphetamine might
result in long-term changes to the dopaminergic reward system
The effects of “ecstasy”-induced alterations on the dopamine
reward circuit (basal ganglia-thalamo-cortical circuit) are
potentially secondary to the neurotoxic effects of “ecstasy” on 5-HT signaling
We, therefore, decided to investigate dopamine release in the brain during playing of a motorbike riding computer game Be-cause some subjects were former chronic users of MDMA (“ec-stasy”), we were also able to evaluate whether past chronic use
of “ecstasy” had any long-term effects on game performance, levels of dopamine receptor occupancy, or dopamine release in the striatum during game playing
Unfortunately, our study did not include computer game play-ers since our grant was limited to investigate drug addiction
BEHAVIORALLY-INDUCED DOPAMINE-RELEASE IN THE BRAIN’S REWARD SYSTEM
The quantification of dopamine release in the human brain
is now possible due to brain imaging techniques that mea-sure dopamine D2receptor availability in human subjects using dopamine competition with either [123I] IBZM (a D2 receptor antagonist radiotracer) in single photon emission computed to-mography (SPECT) (42) or [11C] raclopride in positron emission tomography (PET) Either [123I] IBZM or [11C] raclopride bind-ing is sensitive to endogenous DA concentration; this procedure can also be used to measure relative changes in DA concentra-tion secondary to pharmacological or behavioral intervenconcentra-tions Playing a computer tank riding game can release dopamine in vivo in the human brain comparable to the dopamine released as
a result of pharmacological challenge with amphetamines (43) Behavioral paradigms, such as playing a video game (43), mon-etary reward tasks (44), and non-hedonic food motivation (45) also release dopamine in brain meso-limbic reward centers
PROCEDURE Subjects
Nine former “ecstasy” users (mean age 25 years (SD= 3.5);
8 males, 1 female) verified abstinent up to 1.5 years (mean= 5 months, range 1–18 months) and eight control subjects (mean
age 35.75 years(SD= 6.5); 7 males, 1 female) Former “ecstasy” users had less education (12 (.9) years) than control subjects (13.75 (1.6) years) Ex-“ecstasy” users used on average 220
“ecstasy” tablets (range 30–600) in their life, and total number
of tablets in their lifetime was 428.5 (range 30–1500) They
used “ecstasy” on average for 12 years and 3 months (SD = 92) They reported on average 7 times of using “ecstasy” in a
month during their last year of use before treatment (SD= 3.3) and time since last use was on average 5 months (range 1–18 months) A list of all substances used by ex-”ecstasy” users is presented in Table 1
The former “ecstasy”-users, recruited from drug treatment centers Control subjects were recruited through advertisement
in treatment centers and the hospital They reported no current
or recent use of “ecstasy” or marijuana Five of the ex-“ecstasy” patients were treated with antidepressant medication (Sertraline,
Trang 4TABLE 1.
List of drugs and alcohol use among ex-“ecstasy” users
Venlafaxine, Fluoxetine, and Escitalopram) and six of them were
treated with relaxants (Clonazepam and Diazepam) They were
scanned six months after treatment when they were not taking
medication
Behavioral Computerized Game
Commercially available motorbike-riding computerized
video game by “motogp” ultimate racing technology
(www.THQ.Co.UK) using a joystick The time it took to
com-plete each track on the racing field was recorded on the computer
Procedure
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 [123I] IBZM, followed
by constant infusion of 5–6 mCi of [123I] IBZM (1.7–2 mCi/hr
for three hours while resting on a hospital bed Due to problems
with radiation safety in our brain imaging facility, we were not
able to continue with constant infusion beyond 3 hours
postin-jection We are not aware of any literature precedents for using
an altered [123I] IBZM infusion protocol like ours In healthy
volunteers who were injected with bolus [123I] IBZM without
constant infusion, pseudo-equilibrium was achieved at 90 min
post-bolus injection of [123I] IBZM, and it was maintained
un-til the end of the SPECT session at 3 hours postinjection (46)
In our study, due to the termination of constant infusion after
3 hours, there is a possibility of a higher rate of washout of
the tracer from the plasma, which might have affected the
re-sults However, there is evidence that postinfusion equilibrium
is maintained, and the washout rate of the tracer from the plasma
may have been minimal, and it may have not affected our results
(47) After a baseline SPECT scan, they returned to their room
and played the motorbike-riding computer game for 40 minutes
After game playing, they had a second SPECT scan, followed
after 15 minutes of rest by a third SPECT scan
Image Analysis
A measure of dopamine receptor occupancy obtained without plasma measurements is the specific to nonspecific equilibrium 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 and occipital cortex, respectively (42) This calculation has been shown to give accurate values of V3” under equilibrium condi-tions Its accuracy is not known under the conditions of this study, where infusion was stopped before the first scan All im-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 MarsBaR tool within SPM
RESULTS
First, at baseline, there was no significant difference in D2 receptor occupancy, i.e., partition coefficient (V3”), in absti-nent “ecstasy” users compared with control subjects (.71 and 86, respectively) Second, during performance of the video game, there was a 10.5% reduction, compared to baseline, in the partition coefficient (V3”) in control subjects in the cau-date, consistent with increased dopamine release and binding to the D2receptors In control subjects, there were lower rates of binding potential after motorbike riding game compared with baseline (scan 1 versus scan 2) in the right caudate t (1,7)= 2.56;
p < 05 There was no reduction in the abstinent “ecstasy” users
after performance of the video game in all parts of the striatum Third, D2receptor levels have not returned to baseline after the third scan in control subjects consistently with results reported
by a previous study (22) Fourth, there was significant correla-tion between performance measures (reaccorrela-tion time on the video game) of all subjects and baseline measures of binding
poten-tials (scan 1) in the right caudate (r = 70; p < 001), left caudate (r = 67; p < 01), right putamen (r = 68; p < 01), and left putamen (r = 72; p < 001) Finally, there was no difference
Trang 5Right caudate
0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8
scan3 scan2
scan1
controls patients
Left caudate
0 0.1 0.2 0.3 0.4 0.5 0.6 0.7
scan3 scan2
scan1
controls patients
Right putamen
0 0.2 0.4 0.6 0.8 1 1.2
scan3 scan2
scan1
controls patients
Left putamen
0 0.2 0.4 0.6 0.8 1
scan3 scan2
scan1
controls patients
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
motorbike video game
Figure 1 shows measures of partition coefficient (V3”) in
control subjects and abstinent “ecstasy” patients in the caudate
and putamen divided by laterality in all scans (1, 2, and 3)
Table 2 shows average V3” measures and standard deviations
in the caudate putamen in control subjects and ex-“ecstasy”
users in all scans
DISCUSSION
Control subjects had significant 10.5% reduction in bind-ing potential measure in the caudate after performance com-pared with their baseline measure, consistent with the results reported by a previous study (43) that showed 13% reduction of binding potential in the ventral striatum after video game perfor-mance This is comparable to measures of dopamine release pro-duced by amphetamine (49) or methylphenidate (50, 51) This
Trang 6TABLE 2.
Average V3” measures in the caudate putamen in control subjects and ex-“ecstasy” users in all scans
Control
subjects
mean
Ex-“ecstasy”
subjects
mean
Control
subjects
mean
Ex-“ecstasy”
subjects
mean
finding implies that video game playing is capable of significant
dopamine release that is comparable to the effects of
psycho-stimulant drugs on the brain It is plausible that individuals who
are addicted to video-game playing derive much pleasure from
playing these games due to extensive dopamine release In
con-trast, former “ecstasy” users showed little change in D2binding
potential in the caudate/putamen in response to video game
per-formance This finding implies low brain dopamine response
to natural reward presumably due to previous sensitization to
stimulant drugs that release a great amount of dopamine in their
brain over time
The finding of correlation between reaction time
measure-ments and the baseline scan V3” for both cohorts merits further
consideration Our findings suggest that there was no effect of
game playing on changes in V3” in ex-“ecstasy” users, even
though their reaction times like comparison subject reaction
times were correlated with baseline scan V3” These findings
taken altogether may imply at least a partial dissociation
be-tween the reward and motor system consequences of “ecstasy”
use
There are several limitations to our study First, our
ex-“ecstasy” patients have used other drugs than “ecstasy,” which
may have affected measures of binding potential especially
in the case of marijuana Secondly, most ex-“ecstasy” users
have been treated with Selective Serotonin Reuptake Inhibitors
(SSRIs) or relaxant medication (benzodiazepines), and these
medications are known to interact with the dopamine system,
although they were not medicated during scanning Thirdly,
the ex-“ecstasy” users were younger than control subjects, but
that would only mean that their dopamine receptor occupancy
should be higher than control subjects (dopamine transporter
availability measures decline about 6.6% every 10 years) (52) Fourthly, since there was only one female subject in each group, and they were both pre-menopausal, this may have affected the results, but there is no evidence for any menstrual-cycle-dependent variation in D2receptor density detectable with single PET [11C] Raclopride (53) Fifthly, the second and third scans were not performed under ideal conditions of equilibrium, and this may have affected the results due to higher rates of washout Finally, this is a small sample even for a brain imaging study due to strict selection criteria
OVERALL DISCUSSION
Computer or video game addiction, which is excessive or compulsive use of computer and video games with resulting adverse consequences, is not clinically defined as a part of be-havioral addictions in DSM-IV There is no official diagnosis
or definition of the disorder in any official diagnostic system There were several studies investigating the prevalence of this disorder; however, they used different scales adapted from the DSM-III-R criteria for pathological gambling or other addic-tions to create diagnostic questionnaires People like computer game playing and become addicted to it due to repetition of favorable activities or emotional experiences, experiences of fulfillment, social relationship, and flexibility, while the aspects
of competition and aggression have been discounted
Three different mechanisms have been suggested as driving excessive computer gaming, although there have been very few psycho-physiological investigations of these underlying mech-anisms First, it has been suggested that computer games are inadequate means of coping with frustration, stress, and fears
Trang 7(5) The excessive usage of computer and video games is seen as
a rewarding behavior which can, due to learning mechanisms,
become a prominent and inadequate strategy for 11 to 14 year
old children to cope with negative emotions like frustration,
un-easiness, and fears Like substance abuse or addiction, excessive
computer and video game players use their excessive rewarding
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
increased as the amount of time spent playing online games
increased (54) Secondly, and consistent with the stress-coping
explanation, it has been suggested that in-game reinforcement
and skill significantly influence a number of affective measures,
most notably excitement, arousal, and frustration (55) Thirdly,
excessive computer game playing may be maintained through
effects on reward and sensitization (56), similar to the
long-term changes in the brain reward circuitry thought to maintain
substance dependence Electroencephalographic recordings in
computer game players have shown increased emotional
pro-cessing of computer-related cues in parietal brain regions in
pathologically excessive players compared with casual
play-ers Furthermore, when participants with online game addiction
were presented with gaming pictures and mosaic control
pic-tures while undergoing functional magnetic resonance imaging
(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
dorso-lateral prefrontal cortex, and right caudate nucleus (57)
Thus, the results suggest that the gaming urge/craving in online
gaming addiction and craving in substance dependence might
share the same neurobiological mechanism
Finally, in an functional Magnetic Resonance Imaging
(fMRI) study contrasting a space-infringement game with a
control task, males showed greater activation and functional
connectivity compared to females in the meso-cortico-limbic
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
computer video game playing These gender differences may
help explain why males are more attracted to, and more likely
to become “hooked” on video games
The reward and sensitization explanation is consistent with
growing evidence that computer game playing addiction,
sim-ilar to other behavioral addictions like compulsive gambling,
overeating, sex, and shopping, leads to long-term changes in
the reward circuitry that resemble the effects of substance
dependence Advanced brain imaging techniques using the
dopamine-competition paradigm can quantify dopamine
re-lease as result of computer game playing So far, playing
com-puter games in healthy volunteers has shown dopamine release
in the striatum to a similar extent as pharmacological
chal-lenge, whereas we have shown that former chronic users of
“ecstasy” released very little dopamine after performance of a
computer game We speculate that, similar to psycho-stimulant
abusers, individuals diagnosed with behavioral addictions such
as gambling and computer game addiction would show reduced dopamine release after performance of video games or gam-bling presumably due to sensitization Future research could investigate these individuals and could give a psycho-biological explanation to this emerging object of scientific research
ACKNOWLEDGMENT
We would like to thank Shaul Schreiber, Isachar Herman, Omri Frisch, and Eitan Ekstein for providing access to their patients We would like to thank the staff at the Departments of Nuclear Medicine at Sourasky Medical Center and Hadassah Hospital, particularly Einat Even-Sapir, Mazal Greemland, Hedva Lerman, Yodphat Krausz, and Boris Bakunin We would also like to thank David Nutt and Paul Grasby for early dis-cussions and initiation of the study, John Seibyl for advice concerning imaging, Nanette Freedman and Elisheva Deutz for image analysis, and Marko Leyton and Mike Morgan for useful comments on the manuscript Preliminary results of this study were presented at the College of Problems of Drug Dependence annual meeting, Orlando, FL, June 2005 and the European Col-lege of Neuropsychopharmacology annual meeting in Vienna, Austria, October 2007
Declaration of Interest
The reported research was funded by a grant from the “Adams Trust” in Tel Aviv University and a grant from the Israeli Anti-Drug Authority
Dr Weinstein is now supported by the Israeli Anti-Drug Authority and the National Institute for Psychobiology in Israel The authors report no conflict of interest The authors alone are responsible for the content and writing of this paper
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