인터넷 게임 과다사용자와 탈신체화 : 기능적 뇌자기공명영상을 이용한신경 상관물

Internet Game Overuser and Disembodiment : Neural Correlates as Revealed by Functional Magnetic Resonance Imaging

  • 오종현 (충북대학교 의과대학 정신건강의학교실) ;
  • 손정우 (충북대학교 의과대학 정신건강의학교실) ;
  • 김지은 (충북대학교 의과대학 정신건강의학교실) ;
  • 신용욱 (서울아산병원 정신건강의학과)
  • Oh, Jong-Hyun (Department of Neuropsychiatry, College of Medicine, Chungbuk National University) ;
  • Son, Jung-Woo (Department of Neuropsychiatry, College of Medicine, Chungbuk National University) ;
  • Kim, Ji-Eun (Department of Neuropsychiatry, College of Medicine, Chungbuk National University) ;
  • Shin, Yong-Wook (Department of Psychiatry, Asan Medical Center)
  • 투고 : 2014.03.18
  • 심사 : 2014.04.22
  • 발행 : 2014.05.28

초록

Objectives The purpose of this study was to investigate the difference of brain activity between internet game overusers in adulthood and normal adults in a state of disembodiment. Methods The fMRI images were taken while the internet game overuser group (n = 14) and the control group (n = 15) were asked to perform the task composed of ball-throwing animations. The task reflected on either self-agency about ball-throwing or location of a ball. And each block was shown with either different (changing viewpoint) or same animations (fixed viewpoint). The disembodiment-related condition was the interaction between agency task and changing viewpoint. Results 1) In within-group analyses, the control group exhibited higher brain activation in the left precentral gyrus, the left inferior frontal gyrus, and the left insula. And the overuser group exhibited higher activation in the right cuneus, the left posterior middle occipital gyrus, and the left parahippocampal gyrus. 2) In between-group analyses, the control group exhibited higher activation in the right posterior superior temporal gyrus. And the overuser group exhibited higher activation in the left cuneus, and the left posterior middle occipital area. Conclusions These results show that the disembodiment-related brain activation of internet game overusers in adulthood is different from that of normal adults.

키워드

참고문헌

  1. Beranuy M, Xavier C, Griffiths MD. A qualitative analysis of online gaming addicts in treatment. Int J Ment Health Addict 2013;11:149- 161. https://doi.org/10.1007/s11469-012-9405-2
  2. Wan CS, Chiou WB. The motivations of adolescents who are addicted to online games: a cognitive perspective. Adolescence 2007;42:179-197.
  3. Btihaj A. Disembodiment and cyberspace: a phenomenological approach. Electron J Sociol 2005;7:1-10.
  4. Corradi-Dell'acqua C, Ueno K, Ogawa A, Cheng K, Rumiati RI, Iriki A. Effects of shifting perspective of the self: an fMRI study. Neuroimage 2008;40:1902-1911. https://doi.org/10.1016/j.neuroimage.2007.12.062
  5. Blanke O, Mohr C. Out-of-body experience, heautoscopy, and autoscopic hallucination of neurological origin Implications for neurocognitive mechanisms of corporeal awareness and self-consciousness. Brain Res Brain Res Rev 2005;50:184-199. https://doi.org/10.1016/j.brainresrev.2005.05.008
  6. Hanlon J. Disembodied intimacies: Identity and relationship on the Internet. Psychoanal Psychol 2001;18:566-571. https://doi.org/10.1037/0736-9735.18.3.566
  7. Kang S. Disembodiment in online social interaction: impact of online chat on social support and psychosocial well-being. Cyberpsychol Behav 2007;10:475-477. https://doi.org/10.1089/cpb.2006.9929
  8. Lopez C, Halje P, Blanke O. Body ownership and embodiment: vestibular and multisensory mechanisms. Neurophysiol Clin 2008;38:149-161. https://doi.org/10.1016/j.neucli.2007.12.006
  9. Zahn R, Talazko J, Ebert D. Loss of the sense of self-ownership for perceptions of objects in a case of right inferior temporal, parietooccipital and precentral hypometabolism. Psychopathology 2008; 41:397-402. https://doi.org/10.1159/000158228
  10. Kim YR, Son JW, Lee SI, Shin CJ, Kim SK, Ju G, et al. Abnormal brain activation of adolescent internet addict in a ball-throwing animation task: possible neural correlates of disembodiment revealed by fMRI. Prog Neuropsychopharmacol Biol Psychiatry 2012;39:88-95. https://doi.org/10.1016/j.pnpbp.2012.05.013
  11. Beere D. Dissociative reactions and characteristics of the trauma: preliminary tests of a perceptual theory of dissociation. Dissociation 1995;8:175-202.
  12. Yoo SW, Kim YS, Noh JS, Oh KS, Kim CH, Namkoong K, et al. Validity of Korean Version of the MINI international neuropsychiatric interview. Anxiety Mood 2006;2:50-55.
  13. Ko CH, Liu GC, Hsiao S, Yen JY, Yang MJ, Lin WC, et al. Brain activities associated with gaming urge of online gaming addiction. J Psychiatr Res 2009;43:739-747. https://doi.org/10.1016/j.jpsychires.2008.09.012
  14. Jang KW, Lee JH. Development and validation of the Korean Version of the Game Addiction/Engagement Scale (K-GAES). Korean J Health Psychol 2007;12:517-527. https://doi.org/10.1177/1359105307076238
  15. Charlton JP, Danforth ID. Distinguishing addiction and high engagement in the context of online game playing. Comput Human Behav 2007;23:1531-1548. https://doi.org/10.1016/j.chb.2005.07.002
  16. Davis RA. A cognitive-behavioral model of pathological Internet use. Comput Human Behav 2001;17:187-195. https://doi.org/10.1016/S0747-5632(00)00041-8
  17. National Information Society Agency. A Study of Internet Addiction Proneness Scale for Adults. Seoul: National Information Society Agency;2005.
  18. Bernstein EM, Putnam FW. Development, reliability, and validity of a dissociation scale. J Nerv Ment Dis 1986;174:727-735. https://doi.org/10.1097/00005053-198612000-00004
  19. Park JM, Choe BM, Kim M, Han HM, Yoo SY, Kim SH. Standardization of dissociative experiences scale-Korean version. Korean J Psychopathol 1995;4:105-125.
  20. Han DH, Hwang JW, Renshaw PF. Bupropion sustained release treatment decreases craving for video games and cue-induced brain activity in patients with Internet video game addiction. Exp Clin Psychopharmacol 2010;18:297-304. https://doi.org/10.1037/a0020023
  21. Gramann K, Onton J, Riccobon D, Mueller HJ, Bardins S, Makeig S. Human brain dynamics accompanying use of egocentric and allocentric reference frames during navigation. J Cogn Neurosci 2010;22: 2836-2849. https://doi.org/10.1162/jocn.2009.21369
  22. Choi SH, Kim JJ, Park IH, Kim SY, Ku J, Lee HR, et al. The relationship between cortical activation during an inference task and presence in the virtual environment in patients with schizophrenia: an fMRI study. J Korean Neurpsychiatr Assoc 2008;47:239-246.
  23. Crockford DN, Goodyear B, Edwards J, Quickfall J, el-Guebaly N. Cue-induced brain activity in pathological gamblers. Biol Psychiatry 2005;58:787-795. https://doi.org/10.1016/j.biopsych.2005.04.037
  24. Epstein R, Kanwisher N. A cortical representation of the local visual environment. Nature 1998;392:598-601. https://doi.org/10.1038/33402
  25. Lopez C, Heydrich L, Seeck M, Blanke O. Abnormal self-location and vestibular vertigo in a patient with right frontal lobe epilepsy. Epilepsy Behav 2010;17:289-292. https://doi.org/10.1016/j.yebeh.2009.12.016
  26. Tsakiris M, Hesse MD, Boy C, Haggard P, Fink GR. Neural signatures of body ownership: a sensory network for bodily self-consciousness. Cereb Cortex 2007;17:2235-2244. https://doi.org/10.1093/cercor/bhl131
  27. Li R, Polat U, Makous W, Bavelier D. Enhancing the contrast sensitivity function through action video game training. Nat Neurosci 2009;12:549-551. https://doi.org/10.1038/nn.2296
  28. Han DH, Kim YS, Lee YS, Min KJ, Renshaw PF. Changes in cue-induced, prefrontal cortex activity with video-game play. Cyberpsychol Behav Soc Netw 2010;13:655-661. https://doi.org/10.1089/cyber.2009.0327
  29. Weinstein AM. Computer and video game addiction-a comparison between game users and non-game users. Am J Drug Alcohol Abuse 2010;36:268-276. https://doi.org/10.3109/00952990.2010.491879