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Even though gaming and gambling bear similar problematic behavioral aspects, there are no recognizable neurophysiological biomarkers or features characterizing and/or distinguishing these conditions. A systematic review of the literature with a focus on methods was performed in PubMed, Scopus, Web of Science (Web of Science Core Collection), EBSCOhost Research Databases (APA PsycINFO; APA PsycArticles; OpenDissertations; ERIC) databases. Following search terms were used to search the databases: ERP, "event related potential*", EP, "evoked potential*", SS, "steady state", EEG, electroencephal*; gam*. Data about the participants (total number, gender, age), main aim of the study and information about the experimental setup (experimental task description, stimuli used, ERPs measured (latency windows and placement of the electrodes), process evaluated) was extracted. A total of 24 studies were revised (problematic gaming - 16, pathological gambling - 8). The experimental protocols could be grouped into 3 main target domains (Cue-reactivity, General Information processing and Reward Processes & Risk Assessment). Sample-related limitations (small sample sizes, gender differences, differences between the groups regarding potential confounding variables) and heterogeneity regarding the experimental tasks, implementation and interpretation reviewed. Gambling-related research is highly focused on the investigation of the reward-related processes, whereas gaming-related research is mostly focused on the altered aspects of more general information processing. A vast heterogeneity regarding the ERP experimental paradigms being used and lack of clear guidelines and standardized procedures prevents identification of measures capable to reliably discriminate or characterize the population susceptible to addictive behavior or being able to diagnose and monitor these disorders.
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http://dx.doi.org/10.1007/s10899-024-10332-4 | DOI Listing |
PLoS One
September 2025
Department of Advanced Industry Fusion, Konkuk University, Seoul, Republic of Korea.
The proliferation of online gambling platforms has heightened concerns over their potential to intensify problematic gambling behaviors. While previous research has examined various risk factors, the influence of prior online gaming experience on gambling transitions remains underexplored. This study investigates whether and how engagement with online gaming facilitates the migration from offline to online gambling.
View Article and Find Full Text PDFJ Behav Addict
September 2025
5Addiction Science Lab, Department of Psychology and Cognitive Science, University of Trento, Trento, Rovereto,Italy.
Background And Aims: This scoping review aims to identify current forms of interventions for Problematic Usage of the Internet (PUI) to inform more effective intervention and policy-making initiatives grounded in robust empirical evidence.
Methods: The search was conducted in the PubMed, Scopus, and PsycINFO databases until October 12, 2024. Empirical research presenting data on interventions for PUI and written in English was included without restrictions of age groups, types of interventions, or types of PUI.
Sci Rep
August 2025
School of Psychological Sciences, University of Tasmania, Churchill Avenue, Sandy Bay, Hobart, TAS, Australia.
Loot boxes are purchasable digital containers in video games that hold randomised rewards. Many loot boxes meet both psychological and legal criteria for gambling. Previous studies have linked risky engagement with, and increased spending on, loot boxes with both problem gambling and excessive gaming symptomatology.
View Article and Find Full Text PDFBrain Sci
July 2025
Department of Psychology, Sapienza University of Rome, Via dei Marsi 78, 00185 Rome, Italy.
In an increasingly pervasive digital environment, trait boredom has been identified as a key psychological factor in the onset and maintenance of problematic digital technology use. This systematic review aims to investigate the role of trait boredom in digital behavioral addictions, including problematic smartphone use, Internet and social media overuse, and gaming addiction, through theoretical models such as the I-PACE model and the Compensatory Internet Use Theory (CIUT). A systematic literature search was conducted across multiple scientific databases (PsycINFO, Web of Science, PubMed, and Scopus), yielding a total of 4603 records.
View Article and Find Full Text PDFAddict Biol
September 2025
Department of Psychiatry and Behavioral Sciences, Graduate School of Medical and Dental Sciences, Institute of Science Tokyo, Tokyo, Japan.
The rise of gaming-related content on social media has increased exposure to game-related stimuli, particularly among young people, which may reinforce gaming urges and create difficulties in controlling gaming behaviour. Therefore, understanding the management of gaming desire triggered by such content is critical. Identifying the neural mechanisms underlying resistance to these urges will be crucial for effective prevention and intervention.
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