Effects of Game-Related Tasks for the Diagnosis and Classification of Gaming Disorder

Gaming disorder (GD) is an addictive behavior characterized by an insatiable need to play video games and shares similar symptoms with the failure of self-control due to a decline in cognitive function. Current GD diagnostic and screening tools rely on questionnaires and behavioral observations rela...

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Main Authors: Jeongbong Choi, Youngseok Choi, Young-Chul Jung, Jeyeon Lee, Jongshill Lee, Eunkyoung Park, In Young Kim
Format: Article
Language:English
Published: MDPI AG 2024-01-01
Series:Biosensors
Subjects:
Online Access:https://www.mdpi.com/2079-6374/14/1/42
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author Jeongbong Choi
Youngseok Choi
Young-Chul Jung
Jeyeon Lee
Jongshill Lee
Eunkyoung Park
In Young Kim
author_facet Jeongbong Choi
Youngseok Choi
Young-Chul Jung
Jeyeon Lee
Jongshill Lee
Eunkyoung Park
In Young Kim
author_sort Jeongbong Choi
collection DOAJ
description Gaming disorder (GD) is an addictive behavior characterized by an insatiable need to play video games and shares similar symptoms with the failure of self-control due to a decline in cognitive function. Current GD diagnostic and screening tools rely on questionnaires and behavioral observations related to cognitive functions to assess an individual’s capacity to maintain self-control in everyday life. However, current GD screening approaches rely on subjective symptoms, and a reliable diagnosis requires long-term clinical follow-up. Recent studies have measured biosignals along with cognitive functional tasks to provide objectivity to GD diagnosis and to acquire immediate results. However, people with GD are hypersensitive to game-related cues, so their responses may vary depending on the type of stimuli, and the difference in response to stimuli might manifest as a difference in the degree of change in the biosignal. Therefore, it is critical to choose the correct stimulus type when performing GD diagnostic tasks. In this study, we investigated the task dependence of cognitive decline in GD by comparing two cognitive functional tasks: a continuous performance task (CPT) and video game play. For this study, 69 young male adults were classified into either the gaming disorder group (GD, <i>n</i> = 39) or a healthy control group (HC, <i>n</i> = 30). CPT score, EEG signal (theta, alpha, and beta), and HRV-HF power were assessed. We observed differences in the left frontal region (LF) of the brain between the GD and HC groups during online video game play. The GD group also showed a significant difference in HF power of HRV between CPT and online video gaming. Furthermore, LF and HRV-HF significantly correlated with Young’s Internet Addiction Test (Y-IAT) score, which is positively associated with impulsivity score. The amount of change in theta band activity in LF and HRV-HF—both biomarkers for changes in cognitive function—during online video game play suggests that people with GD express task-dependent cognitive decline compared with HC. Our results demonstrate the feasibility of quantifying individual self-regulation ability for gaming and underscore its importance for GD classification.
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spelling doaj.art-b3e4e488179e4a32b2c4c18c337103ca2024-01-26T15:23:16ZengMDPI AGBiosensors2079-63742024-01-011414210.3390/bios14010042Effects of Game-Related Tasks for the Diagnosis and Classification of Gaming DisorderJeongbong Choi0Youngseok Choi1Young-Chul Jung2Jeyeon Lee3Jongshill Lee4Eunkyoung Park5In Young Kim6Department of Biomedical Engineering, Hanyang University, Seoul 04763, Republic of KoreaDepartment of Electronic Engineering, Hanyang University, Seoul 04763, Republic of KoreaDepartment of Psychiatry, Yonsei University College of Medicine, Seoul 04763, Republic of KoreaDepartment of Biomedical Engineering, Hanyang University, Seoul 04763, Republic of KoreaDepartment of Biomedical Engineering, Hanyang University, Seoul 04763, Republic of KoreaDepartment of Biomedical Engineering, Soonchunhyang University, Asan 31538, Republic of KoreaDepartment of Biomedical Engineering, Hanyang University, Seoul 04763, Republic of KoreaGaming disorder (GD) is an addictive behavior characterized by an insatiable need to play video games and shares similar symptoms with the failure of self-control due to a decline in cognitive function. Current GD diagnostic and screening tools rely on questionnaires and behavioral observations related to cognitive functions to assess an individual’s capacity to maintain self-control in everyday life. However, current GD screening approaches rely on subjective symptoms, and a reliable diagnosis requires long-term clinical follow-up. Recent studies have measured biosignals along with cognitive functional tasks to provide objectivity to GD diagnosis and to acquire immediate results. However, people with GD are hypersensitive to game-related cues, so their responses may vary depending on the type of stimuli, and the difference in response to stimuli might manifest as a difference in the degree of change in the biosignal. Therefore, it is critical to choose the correct stimulus type when performing GD diagnostic tasks. In this study, we investigated the task dependence of cognitive decline in GD by comparing two cognitive functional tasks: a continuous performance task (CPT) and video game play. For this study, 69 young male adults were classified into either the gaming disorder group (GD, <i>n</i> = 39) or a healthy control group (HC, <i>n</i> = 30). CPT score, EEG signal (theta, alpha, and beta), and HRV-HF power were assessed. We observed differences in the left frontal region (LF) of the brain between the GD and HC groups during online video game play. The GD group also showed a significant difference in HF power of HRV between CPT and online video gaming. Furthermore, LF and HRV-HF significantly correlated with Young’s Internet Addiction Test (Y-IAT) score, which is positively associated with impulsivity score. The amount of change in theta band activity in LF and HRV-HF—both biomarkers for changes in cognitive function—during online video game play suggests that people with GD express task-dependent cognitive decline compared with HC. Our results demonstrate the feasibility of quantifying individual self-regulation ability for gaming and underscore its importance for GD classification.https://www.mdpi.com/2079-6374/14/1/42gaming disorderEEGHRVtask dependenceself-regulationvideo game
spellingShingle Jeongbong Choi
Youngseok Choi
Young-Chul Jung
Jeyeon Lee
Jongshill Lee
Eunkyoung Park
In Young Kim
Effects of Game-Related Tasks for the Diagnosis and Classification of Gaming Disorder
Biosensors
gaming disorder
EEG
HRV
task dependence
self-regulation
video game
title Effects of Game-Related Tasks for the Diagnosis and Classification of Gaming Disorder
title_full Effects of Game-Related Tasks for the Diagnosis and Classification of Gaming Disorder
title_fullStr Effects of Game-Related Tasks for the Diagnosis and Classification of Gaming Disorder
title_full_unstemmed Effects of Game-Related Tasks for the Diagnosis and Classification of Gaming Disorder
title_short Effects of Game-Related Tasks for the Diagnosis and Classification of Gaming Disorder
title_sort effects of game related tasks for the diagnosis and classification of gaming disorder
topic gaming disorder
EEG
HRV
task dependence
self-regulation
video game
url https://www.mdpi.com/2079-6374/14/1/42
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