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Just watching the game ain't enough: striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing
Although the multimodal stimulation provided by modern audiovisual video games is pleasing by itself, the rewarding nature of video game playing depends critically also on the players' active engagement in the gameplay. The extent to which active engagement influences dopaminergic brain reward...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2013
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3680713/ https://www.ncbi.nlm.nih.gov/pubmed/23781195 http://dx.doi.org/10.3389/fnhum.2013.00278 |
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author | Kätsyri, Jari Hari, Riitta Ravaja, Niklas Nummenmaa, Lauri |
author_facet | Kätsyri, Jari Hari, Riitta Ravaja, Niklas Nummenmaa, Lauri |
author_sort | Kätsyri, Jari |
collection | PubMed |
description | Although the multimodal stimulation provided by modern audiovisual video games is pleasing by itself, the rewarding nature of video game playing depends critically also on the players' active engagement in the gameplay. The extent to which active engagement influences dopaminergic brain reward circuit responses remains unsettled. Here we show that striatal reward circuit responses elicited by successes (wins) and failures (losses) in a video game are stronger during active than vicarious gameplay. Eleven healthy males both played a competitive first-person tank shooter game (active playing) and watched a pre-recorded gameplay video (vicarious playing) while their hemodynamic brain activation was measured with 3-tesla functional magnetic resonance imaging (fMRI). Wins and losses were paired with symmetrical monetary rewards and punishments during active and vicarious playing so that the external reward context remained identical during both conditions. Brain activation was stronger in the orbitomedial prefrontal cortex (omPFC) during winning than losing, both during active and vicarious playing. In contrast, both wins and losses suppressed activations in the midbrain and striatum during active playing; however, the striatal suppression, particularly in the anterior putamen, was more pronounced during loss than win events. Sensorimotor confounds related to joystick movements did not account for the results. Self-ratings indicated losing to be more unpleasant during active than vicarious playing. Our findings demonstrate striatum to be selectively sensitive to self-acquired rewards, in contrast to frontal components of the reward circuit that process both self-acquired and passively received rewards. We propose that the striatal responses to repeated acquisition of rewards that are contingent on game related successes contribute to the motivational pull of video-game playing. |
format | Online Article Text |
id | pubmed-3680713 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2013 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-36807132013-06-18 Just watching the game ain't enough: striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing Kätsyri, Jari Hari, Riitta Ravaja, Niklas Nummenmaa, Lauri Front Hum Neurosci Neuroscience Although the multimodal stimulation provided by modern audiovisual video games is pleasing by itself, the rewarding nature of video game playing depends critically also on the players' active engagement in the gameplay. The extent to which active engagement influences dopaminergic brain reward circuit responses remains unsettled. Here we show that striatal reward circuit responses elicited by successes (wins) and failures (losses) in a video game are stronger during active than vicarious gameplay. Eleven healthy males both played a competitive first-person tank shooter game (active playing) and watched a pre-recorded gameplay video (vicarious playing) while their hemodynamic brain activation was measured with 3-tesla functional magnetic resonance imaging (fMRI). Wins and losses were paired with symmetrical monetary rewards and punishments during active and vicarious playing so that the external reward context remained identical during both conditions. Brain activation was stronger in the orbitomedial prefrontal cortex (omPFC) during winning than losing, both during active and vicarious playing. In contrast, both wins and losses suppressed activations in the midbrain and striatum during active playing; however, the striatal suppression, particularly in the anterior putamen, was more pronounced during loss than win events. Sensorimotor confounds related to joystick movements did not account for the results. Self-ratings indicated losing to be more unpleasant during active than vicarious playing. Our findings demonstrate striatum to be selectively sensitive to self-acquired rewards, in contrast to frontal components of the reward circuit that process both self-acquired and passively received rewards. We propose that the striatal responses to repeated acquisition of rewards that are contingent on game related successes contribute to the motivational pull of video-game playing. Frontiers Media S.A. 2013-06-13 /pmc/articles/PMC3680713/ /pubmed/23781195 http://dx.doi.org/10.3389/fnhum.2013.00278 Text en Copyright © 2013 Kätsyri, Hari, Ravaja and Nummenmaa. http://creativecommons.org/licenses/by/3.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits use, distribution and reproduction in other forums, provided the original authors and source are credited and subject to any copyright notices concerning any third-party graphics etc. |
spellingShingle | Neuroscience Kätsyri, Jari Hari, Riitta Ravaja, Niklas Nummenmaa, Lauri Just watching the game ain't enough: striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing |
title | Just watching the game ain't enough: striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing |
title_full | Just watching the game ain't enough: striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing |
title_fullStr | Just watching the game ain't enough: striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing |
title_full_unstemmed | Just watching the game ain't enough: striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing |
title_short | Just watching the game ain't enough: striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing |
title_sort | just watching the game ain't enough: striatal fmri reward responses to successes and failures in a video game during active and vicarious playing |
topic | Neuroscience |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3680713/ https://www.ncbi.nlm.nih.gov/pubmed/23781195 http://dx.doi.org/10.3389/fnhum.2013.00278 |
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