Summary

在线玩家的颅内直接电流刺激

Published: November 09, 2019
doi:

Summary

我们提出了在网络游戏玩家中应用颅内直流刺激(tDCS)和神经成像评估的协议和可行性研究。

Abstract

颅内直流刺激(tDCS)是一种非侵入性脑刺激技术,将弱电流施加到头皮上调节神经元膜电位。与其他大脑刺激方法相比,tDCS 相对安全、简单且管理成本低廉。

由于过度的在线游戏会对心理健康和日常功能产生负面影响,因此有必要为游戏玩家开发治疗方案。虽然在侧侧前额叶皮质 (DLPFC) 的 tDCS 已经显示出各种成瘾的有希望的结果, 它还没有在游戏玩家测试.本文介绍了在DLPFC和神经成像上应用重复tDCS来检查游戏玩家中潜在的神经相关性的协议和可行性研究。

在基线,玩网络游戏的个人报告平均每周花在游戏上的时间,完成关于成瘾症状和自我控制的完整问卷,并接受大脑18个F-氟-2-脱氧葡萄糖正电子发射断层扫描(FDG-PET)。tDCS 协议包括 12 个会话通过 DLPFC 持续 4 周(阳极 F3/阴极 F4,每个会话 2 mA,每次 30 分钟)。然后,使用与基线相同的协议进行后续操作。不玩网络游戏的个人只收到基线FDG-PET扫描没有tDCS。在玩家中检查DLPFC中葡萄糖(rCMRglu)区域脑代谢率的临床特征变化和不对称性。此外,在基线上比较了玩家和非玩家之间的rCMRglu的不对称性。

在我们的实验中,15 名玩家接受了 tDCS 会话并完成了基线和后续扫描。十名非玩家在基线处接受了FDG-PET扫描。tDCS 减少了成瘾症状,花费在游戏上的时间,并增强了自我控制力。此外,在tDCS之后,DLPFC在基线的rCMRglu异常不对称得到了缓解。

目前的协议可能有用的评估治疗效果的tDCS及其潜在的大脑变化在游戏玩家。进一步的随机虚假控制研究是有必要的。此外,该协议可应用于其他神经和精神疾病。

Introduction

近年来,人们越来越关注网络游戏过度使用,因为有报道称网络游戏对心理健康和日常功能有负面影响,并带有网络游戏障碍(IGD)。虽然几种治疗策略,包括药物治疗和认知行为疗法已经评估,其有效性的证据是有限的4。

先前的研究表明,IGD可能与其他行为成瘾和物质使用障碍5、6具有临床和神经生物学的相似性。据报道,侧侧前额叶皮质(DLPFC)与物质和行为成瘾的病理生理学密切相关,如渴望7、冲动控制8、决策9和认知灵活性10。一些关于IGD的神经成像研究已经报告DLPFC6的结构和功能损伤。特别是,结构神经成像研究表明,DLPFC11、12的灰质密度降低,功能磁共振成像(fMRI)研究发现IGD13患者的DLPFC中一种改变的Cued诱导活性。此外,大脑的功能不对称可能导致冲动和渴望成瘾,包括IGD。例如,提示引起的对在线游戏的渴望可能与右前场激活14有关。然而,与其他大脑缺陷15相比,与过度使用在线游戏或IGD相关的区域脑代谢率(rCMRglu)的变化仍有待进一步调查。

颅内直流刺激(tDCS)是一种非侵入性脑刺激技术,通过连接到头皮的电极施加弱电流(1-2 mA)来调节神经元膜电位。一般来说,在阳极电极下,皮质兴奋度增加,阴极电极16下降低。tDCS 已成为一种流行方法,因为它与其他脑刺激技术(如颅内磁刺激 (TMS))相比,简单、廉价且安全,使用磁脉冲在线圈下的大脑组织中产生电流。根据最近的审查,使用传统的tDCS协议没有产生任何严重的副作用或不可逆转的伤害,只与轻度和暂时瘙痒或刺痛的感觉在刺激区域17。

多项研究已显示tDCS18、19、20和重复性TMS21、22在DLPFC治疗行为和物质成瘾方面的良好结果。然而,还需要进一步研究,以研究大脑刺激技术对网络游戏使用和大脑基本变化的影响。

本研究的目的是提出一个协议,在DLPFC和神经成像上应用tDCS的重复会话,使用18个F-氟-2-脱氧葡萄糖正电子发射断层扫描(FDG-PET)检查玩家中的基础神经相关性,并评估其可行性。具体来说,我们专注于成瘾症状的变化、花在游戏上的平均时间、自我控制以及 DLPFC 中 rCMRglu 的不对称性。

Protocol

本议定书中提出的所有实验程序均已获得机构审查委员会的批准,符合《赫尔辛基宣言》。 1. 研究参与者 招募报告他们玩网络游戏的个人(玩家组)和报告他们不玩网络游戏(非玩家组)的个人。注:在这里,我们包括有两个或两个以上IGD症状的个人根据精神障碍的诊断和统计手册-523或那些谁玩游戏平均每天至少一小时在玩家组。?…

Representative Results

共招募了15名游戏玩家(表1)和10名非游戏玩家。玩家组(21.3 ~ 1.4)的平均年龄明显低于非玩家组(28.8 ~ 7.5)(t = -3.81,p < 0.001)。玩家组有 8 名男子,非玩家组有 6 名男子(+2 = 0.11,p = 0.74)。 使用线性混合模型的行为结果表明,tDCS 会话成功地降低了 IAT 分数(z = -4.29,p < 0.001),每周玩游戏的时间(z = -2.41,p = 0.02),并提高了玩家组中的 BSCS 分数?…

Discussion

我们为在线游戏玩家提供了tDCS和神经成像协议,并评估了其可行性。结果表明,在DLPFC上反复的tDCS会话减少了网络游戏成瘾症状和花在游戏上的平均时间,并增强了自我控制力。自我控制力的增强与成瘾症状的减少有关。此外,在玩家组中的 tDCS 会话后,DLPFC 中右侧大于左侧的 rCMRglu 的异常不对称得到了改进。这些结果可能建议tDCS在减少在线游戏使用方面的可行性。然而,由于我们的实验没有?…

Divulgations

The authors have nothing to disclose.

Acknowledgements

这项研究得到了韩国国家研究基金会(NRF)的支持,由科学和ICT部资助(2015M3C7A1064832,2015M3C7A1028373,2018M3AA3058651)和国家卫生研究院(NIHNIMH 1R01MH11896,NIH-NINDS)1R01NS101362)。

Materials

Discovery STE PET/CT Imaging System GE Healthcare
MarsBaR region of interest toolbox for SPM Matthew Brett Neuroimaging analysis software; http://marsbar.sourceforge.net/
Statistical Parametric Mapping 12 Wellcome Centre for Human Neuroimaging Neuroimaging analysis software; https://www.fil.ion.ucl.ac.uk/spm/software/spm12/
Transcranial direct current stimulation device Ybrain YDS-301N
WFU_PickAtlas ANSIR Laboratory, Wake Forest University School of Medicine Neuroimaging analysis software; https://www.nitrc.org/projects/wfu_pickatlas/

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Lee, S. H., Im, J. J., Oh, J. K., Choi, E. K., Yoon, S., Bikson, M., Song, I., Jeong, H., Chung, Y. Transcranial Direct Current Stimulation for Online Gamers. J. Vis. Exp. (153), e60007, doi:10.3791/60007 (2019).

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