Abstract
Abstract
Increased reports of impulsivity and aggression in male adolescents with Internet gaming might reflect their dysfunction in emotion regulation, particularly in suppression of negative emotions, which should affect the various stages of Internet gaming disorder. This study tested the hypothesis that adolescents with Internet gaming disorder would be more disturbed by the emotional interference and demonstrate compromised dorsal anterior cingulate cortex (dACC) activation during a Stroop Match-to-Sample task. In addition, functional connectivity analysis was conducted to examine the interplays between neural correlates involved in emotional processing and how they were altered in adolescents with Internet gaming disorder. The Internet gaming disorder group demonstrated weaker dACC activation and stronger insular activations to interfering angry facial stimuli compared with the healthy control group. Negative functional connectivity between stronger insular activation and weaker dorsolateral prefrontal activation correlated with higher cognitive impulsivity in adolescents with Internet gaming disorder. These findings provide evidence of the compromised prefrontal cognitive control over emotional interference in adolescents with Internet gaming disorder.
Introduction
I
Impaired self-control, defined as the inability to control an impulse, emotion, or temptation, is proposed to be related to symptoms of Internet addiction,7,8 whereas impulsivity and aggression are distinguishing characteristics of Internet addiction.7,9 Impulsive aggression and violence are products of failure of emotion regulation. Previous studies have shown that a complex circuit consisting of the prefrontal cortex, amygdala, hippocampus, insular cortex, ventral striatum, and other interconnected regions are implicated in emotion regulation. 10 Taken together, the increased reports of impulsivity and aggression in adolescents with Internet addiction might reflect their dysfunction in emotion regulation, particularly in suppression of negative emotions, which should affect the various stages of Internet addiction.
This study applied an emotional Stroop Match-to-Sample task 11 for use in a functional magnetic resonance imaging (fMRI) paradigm to investigate emotional regulation in adolescents with Internet gaming disorder. Previous studies have reported that the dorsal anterior cingulate cortex (dACC) is a key region for top-down cognitive control and selective attention while performing a Stroop task.12–14 The dACC is the principal locus of conflict monitoring15,16 and has been implicated in top-down control signaling to adjust behavior and guide performance.17,18 The present task required subjects to ignore emotional inference and concentrate on a Stroop Match-to-Sample task. Given the role of dACC in cognitive control, the hypothesis that adolescents with Internet gaming disorder would be more disturbed by the emotional interference and demonstrate compromised dACC activation during the Stroop Match-to-Sample task was tested. In addition, functional connectivity analysis was conducted to examine the interplay between the neural correlates that are involved in emotional processing. Functional connectivity refers to the functionally integrated relationship between spatially separated brain regions. Unlike structural connectivity, which looks for physical connections in the brain, functional connectivity measures the temporal correlation of activations in remote brain regions. 19 It was hypothesized that the functional connectivity of the dACC would be disrupted in adolescents with Internet gaming disorder.
Methods
Participants
The study participants consisted of 18 male adolescents with Internet gaming disorder (Mage = 3.6 years, SD = 0.9 years) and 18 age-matched male healthy controls (Table 1). All were recruited from the local community through flyers, announcements, or word of mouth. Adolescents with Internet game disorder were screened according to the Korean Internet Addiction Proneness scale, which consists of 15 items and four subdomains: (a) disturbance of adaptive function, (b) virtual life orientation, (c) withdrawal, and (d) tolerance. The scale indicated a high reliability, with a Cronbach's alpha of 0.838. 20 Only male adolescents who reported that online gaming was their main purpose of Internet use were included. Adolescents who reported using the Internet for other purposes, such as social networking or watching videos, were excluded. All participants were administered a structured interview by a clinical research psychologist to confirm the diagnosis according to the Diagnostic and Statistical Manual of Mental Disorders (5th ed.; DSM-V). Participants with current or past psychiatric disorders, traumatic brain injury, neurological illness, relevant visual defects, or any radiological contraindications for MRI scanning were excluded. All participants were right-handed and were asked to complete psychometric self-reports, including the Barratt Impulsiveness Scale Version 11 (BIS-11) 21 and the Aggression Questionnaire. 22 The BIS-1121 was used to assess impulsivity. It includes subscales of cognitive impulsiveness, motor impulsiveness, and nonplanning impulsiveness. Especially, substance abusers are known to be highly impulsive and score higher on the BIS-11. 23 Aggression was assessed by the Aggression Questionnaire, which contains four subscales: physical aggression, verbal aggression, anger, and hostility. 22 This study was carried out under the guidelines for the use of human participants established by the Institutional Review Board at Severance Mental Health Hospital, Yonsei University. Following a complete description of the scope of the study to all participants, written informed consent was obtained.
Values are expressed as mean (SD).
Verbal Intelligence Quotient (IQ) was assessed with the Wechsler Adult Intelligence Scale (Vocabulary).
Performance Intelligence Quotient (IQ) was assessed with the Wechsler Adult Intelligence Scale (Block design).
Beck Depression Inventory.
Beck Anxiety Inventory.
Barret Impulsiveness Scale.
Stimuli and experimental design
Stroop Match-to-Sample Task
The subjects underwent a Stroop Match-to-Sample Task 12 during MRI scanning. Stimuli were created and presented with E-prime software (Psychology Software Tools, Inc.). Subjects matched the color of a “cue (XXXX)” to the meaning of the “target word” or the font color of the “target word” (Fig. 1). The colors of the cue and target words were red, yellow, or blue. The cue's color either matched or did not match the target's color, which was either congruent (the word “RED” was written in red font) or incongruent (the word “BLUE” was written in yellow font). Subjects pressed a YES key for when the cue-target color matched and a NO key for non-matches using their right hand, yielding accuracy and reaction time (RT) measures. To test the effect of emotional interference on cognitive control and selective attention, the trials were designed in two different conditions. In trials with emotional interference, angry faces were presented between the cue and target word during the inter-stimulus interval for 1,700 milliseconds, whereas trials without emotional interference presented gray squares during the inter-stimulus interval. The angry faces were six grayscale images of emotionally expressive faces selected from a standard set of pictures of facial affect. 24 The total duration of each trial was 4,400 milliseconds, and the inter-trial interval was 1,200 milliseconds. The task was composed of eight blocks with emotional interference and eight blocks without emotional interference, which were presented in a pseudo-random order. The total number of trials was 96 (1 block = 6 trials, duration of each block = 26.4 milliseconds). The subject performed a practice session before entering the scanner. The percentage of correct response (accuracy) and reaction time data were recorded for each trial and subject. Subjects had to make at least 80% correct responses to be included for further analyses.

Stroop Match-to-Sample task. In trials without emotional interference
Image acquisition
MR imaging was conducted on a 3T Siemens Magnetom MRI scanner equipped with an eight-channel head coil. Subject motion was minimized by following best practice for head fixation, and structural image series were inspected for residual motion. Whole-brain fMRI data were acquired with a T2*-weighted gradient echo planar pulse sequence (TE = 30 milliseconds, TR = 2,200 milliseconds, flip angle = 90°, field of view = 240 millimeters, matrix = 64 × 64, slice thickness = 4 millimeters) during the Stroop task. High-resolution anatomical images were acquired with a T1-weighted spoiled gradient echo sequence (TE = 2.19 milliseconds; TR = 1,780 milliseconds, flip angle = 9°, field of view = 256 mm, matrix = 256 × 256, slice thickness = 1 mm) to serves as an anatomical underlay for the fMRI data.
Image pre-processing and fMRI contrast analysis
Spatial preprocessing and statistical analysis of functional images were performed using SPM8 (Wellcome Trust Centre for Neuroimaging;
Individual statistics were computed using a general linear model approach as implemented in SPM8. In order to reveal the activity of the blood oxygenation level dependent (BOLD) responses related to the emotional interference, individual contrast were generated by contrasting “angry face” blocks with “gray plate” blocks at the first-level analysis. The resulting set of contrast images were then entered into a second-level analysis using a full factorial model. To compare the contrast angry face > gray square between groups, exclusive masks were created for each group with SPM maps with a threshold at p < 0.05. Statistical inferences were thresholded using an uncorrected p < 0.001, kE > 50 voxels for the whole brain.
Functional connectivity analyses
The CONN-fMRI functional connectivity toolbox (
Statistical analysis
For between-group comparisons, behavioral performances were conducted with repeated-measures analyses of variance (ANOVA). The ANOVAs were defined by one repeated-measures factor (with emotional interference vs. without emotional interference), and one between-subjects factor (Internet gaming disorder group vs. healthy control group).
To examine brain–behavior relationships, the functional connectivity strength was calculated by extracting the Fisher-transformed Z-value measures of functional connectivity between the right insula seed and the target regions that were identified through functional connectivity analysis of the task runs. Pearson correlation analysis tested relations between the functional seed-target connectivity and behavioral performance. Statistical analyses were conducted using SPSS 18.0 Statistics for Windows, with p < 0.05 (two-tailed).
Results
Behavioral performance: accuracy and reaction time
The behavioral performances are presented in Table 2. Repeated-measures ANOVA revealed no significant difference between the two groups in accuracy, F(1, 34) = 0.12, p = 0.913. There was no significant effect of condition (emotional interference; F(1, 34) = 1.235, p = 0.274, and the group–condition interaction was not significant, F(1, 34) = 1.089, p = 0.304.
In trials with emotional interference, angry faces were presented between the cue and target word during the inter-stimulus interval. By contrast, in trials without emotional interference, gray squares were presented during the inter-stimulus interval.
Repeated-measures ANOVA revealed no significant difference between the two groups in reaction time, F(1, 34) = 0.072, p = 0.791. There was no significant effect of condition, F(1, 34) = 3.326, p = 0.077, and the group–condition interaction was not significant, F(1, 34) = 2.090, p = 0.157.
Brain activations associated with emotionally interfering angry faces
The healthy control group demonstrated significant BOLD responses to emotionally interfering angry faces in the dACC, primary motor cortex, superior temporal sulcus, and posterior parietal cortex. By contrast, the Internet gaming disorder group showed significant BOLD responses to emotionally interfering angry faces in the anterior insula, supplementary motor area, and fusiform gyrus (Table 3 and Fig. 2).

Brain activations associated with emotionally interfering angry faces. Green: brain activations stronger in healthy control group than in the Internet gaming disorder group. Red: brain activations stronger in the Internet gaming disorder group than in the healthy control group. Color images available online at
To compare the contrast (angry face> gray square) between groups, exclusive masks were created for each group with SPM maps with a threshold at p < 0.05. Statistical inferences were thresholded using an uncorrected p < 0.001, kE > 50 voxels for the whole brain.
Functional connectivity between the right insula and the dorsal attention network
The insula activations synchronized with activations negatively in the dorsolateral prefrontal cortex, middle temporal gyrus, cerebellum, and posterior parietal cortex in the Internet gaming disorder group (Table 4 and Fig. 3A).

Brain–behavior relationship in the Internet gaming disorder group.
Statistical inferences were thresholded using an uncorrected p < 0.001, kE > 50 voxels for the whole brain.
Correlation between functional connectivity and behavioral performance
In the Internet gaming disorder group, delayed reaction time correlated with stronger negative functional connectivity between right insula and right dorsolateral prefrontal cortex (Pearson's r = −0.609, p = −0.007; Fig. 3B). A higher cognitive impulsivity score also correlated with stronger negative functional connectivity between the right insula and right dorsolateral prefrontal cortex (Pearson's r = −0.467, p = −0.051; Fig. 3C).
Discussion
This study showed that the prefrontal cognitive control of emotional interference was compromised in adolescents with Internet gaming disorder. The adolescents with Internet gaming disorder demonstrated weaker dACC activation and stronger insular activations to interfering angry facial stimuli, which implied difficulty in emotional regulation. Reciprocal interaction between stronger insular activation and weaker dorsolateral prefrontal activation correlated with higher cognitive impulsivity in adolescents with Internet gaming disorder.
These results support the hypothesis that the dACC activation during the Stroop Match-to-Sample task would be compromised in adolescents with Internet gaming disorder. As a key region for top-down cognitive control and selective attention,25,26 stronger dACC activation was demonstrated in the healthy control group compared with the Internet gaming disorder group. In addition, the dorsolateral prefrontal cortex and posterior parietal cortex, which make up the dorsal attention network, 27 were significantly activated in the healthy control group compared with the Internet gaming disorder group. The dorsal attention network is involved in the cognitive selection of sensory information and responses, and is thought to generate and maintain endogenous signals based on current goals.27,28 The dACC is a part of the salience network, which initiates switching between other large-scale brain networks to facilitate access to attention and working memory resources when a salient event is detected. 29 Therefore, it is speculated that the weaker activation of the dorsal attention network in the Internet gaming disorder group should be linked to the weaker activation of the dACC.
The adolescents with Internet gaming disorder showed stronger activation in the right anterior insula and the fusiform gyrus. The anterior insula, which is the hub of the ventral attention system, is proposed to function as a link between attention-related problem solving and salience systems during the coordination of task performance. 30 In contrast to the dorsal attention network, the ventral attention network makes important contributions to stimulus-driven reorienting of covert visual spatial attention. 28 Most importantly, stimulus-driven ventral attention network interferes with the top-down dorsal attention network as a “circuit breaker” during task performance coordination.27,31 Therefore, the stronger activation of the right anterior insula could be related to the weaker activation of the dorsal attention network in the Internet gaming disorder group. Taken together, it is assumed that the adolescents with Internet gaming disorder were more distracted by the emotional interference of the angry facial stimuli. From the same viewpoint, it is noteworthy that fusiform gyrus activation was demonstrated in the Internet gaming disorder group. Previous studies suggest that the fusiform gyrus plays a crucial role in facial recognition, especially invariant aspects of faces.32,33 Compared with the healthy control group, the activation in the fusiform gyrus indicates the failure of the Internet gaming group to ignore the emotional interfering angry faces during the Stroop Sample-to-Match task.
The speculations that angry face stimulus-driven attention disrupted goal-directed attention of the Internet gaming disorder group were supported the functional connectivity analysis, which demonstrated reciprocal interaction between stronger insular activation and weaker dorsolateral prefrontal activation. In addition, stronger negative functional connectivity between insular and dorsolateral prefrontal activation correlated with delayed reaction time and with a higher cognitive impulsivity score. Although adolescents with Internet gaming disorder demonstrated a tendency for longer reaction times in emotional interfering conditions, the difference was not significant. Therefore, the findings show that the changes of the cortical activation pattern might precede noticeable changes of the behavioral performance in adolescents with Internet gaming disorder.
These findings are in line with previous studies,7,9 which report a higher incidence of impulsivity and aggression in adolescents with Internet gaming disorder. However, other factors that account for the impulsive and aggressive behaviors in adolescents with Internet addiction should be considered. For instance, top-down control of cortical inhibition is also reduced in attention deficit hyperactivity disorder, which is one of the most common comorbidities in adolescents with Internet addiction. 34 The influence of combined psychiatric disorders should be evaluated in further studies and should be treated in order to prevent their deleterious effect on the prognosis of adolescents with Internet gaming disorder. Another factor to consider should be the content and type of Internet game. A meta-analytic review reported that violent video games (in which the predominant goal is to harm another game character) increase aggression, whereas prosocial video games (in which the predominant goal is to benefit another game character) have the opposite effect. 35 Among Korean adolescents, role playing games, first-person shooting games, real-time strategy games, and sports games are the most popular types of Internet games. 36 In the present study, the majority of participants reported enjoying role playing PC games, especially massively multiplayer online role-playing games (MMORPGs). It was not possible to examine the effect of the game type on the behavioral responses or brain activations.
There are several limitations to this study. First, there were no statistically significant differences in behavioral results between groups. Studies with larger populations should be followed to confirm the trend of these results. Second, diverse results were not seen following different emotional stimuli because only an angry face was used as emotional interruption. The effects of different emotions, such as fear, on these results are a matter of debate. Third, the data showed significant difference of Beck Depression Inventory (BDI) score between adolescents with Internet gaming disorder and the healthy control group. This might reflect the comorbidity of Internet gaming disorder and depression, which has been reported in previous studies.34,37
In conclusion, adolescents with Internet gaming disorder demonstrated weaker dACC activation and stronger insular activations during a Stroop task, which implied compromised prefrontal cognitive control over emotional interference. “Unsuccessful attempts to control the behavior” is one of the main criteria of Internet gaming disorder according to the DSM-5. The present findings showed that this impaired prefrontal control was not limited to Internet use, but could be applied to broader areas of emotion regulation.
Footnotes
Acknowledgments
This study was supported by a grant of the Korean Mental Health Technology R&D Project, Ministry of Health & Welfare, Korea (HM14C2578).
Author Disclosure Statement
No competing financial interests exist.
