Home
Meeting Program
-
Online Education Exhibits
-
Digital Scientific Sessions
-
Subspecialty Content Brochures
-
Honors
-
Committees
Image Interpretation Session
PDA Downloads
Technical Exhibitors
Certificate of Attendance
Career Connection
Attendance
Meeting Announcements
RSNAnet Contributors
Past Meetings
Future Meetings
Media
RSNA.org
Contact Us

Scientific Papers - Short-term Effects of Violent Video Game Playing: An fMRI Study

TOOLS
 
  Add to Briefcase
    Print
    Email Event
PARTICIPANTS
Presenter
Vincent Mathews MD  
Abstract Co-Author
Yang Wang MD  
Andrew Kalnin MD  
Kristine Mosier DMD, PhD  
David Dunn MD  
William Kronenberger PhD  
  CODE: SSG15-01
  SESSION: Neuroradiology/Head and Neck (Brain: Functional MR)
  Short-term Effects of Violent Video Game Playing: An fMRI Study
 
 
  DATE: Tuesday, November 28 2006
  START TIME: 10:30 AM
  END TIME: 10:40 AM
  LOCATION: N227



  DISCLOSURES
  V.M. - Consultant, Schering AG (Berlex Inc), Montville, NJ  
  Y.W. - Nothing to disclose.  
  A.K. - Nothing to disclose.  
  K.M. - Author, Amirsys Inc, Salt Lake City, UT  
  D.D. - Nothing to disclose.  
  W.K. - Nothing to disclose.  

 PURPOSE
 
To determine the short term effect of video game playing on brain function, fMRI during two modified Stroop tasks was carried out immediately after playing a violent or nonviolent video game.
  
 METHOD AND MATERIALS
 
Thirty four healthy adolescents were randomly assigned to two experimental groups, seventeen per group. These two groups did not differ on gender, age or IQ. Immediately before the fMRI scan, one group played a violent video game for half hour, while another group played a nonviolent video game. All subjects and their parents rated the subjects’ violent media exposure (VME) in the past. Two tasks were performed in an event-related manner. During the emotional Stroop task, subjects pressed different buttons according to the color of the visually presented word. Words indicating violent actions (e.g. hit, harm) were interspersed among the non-violent action words (e.g. run) in a pseudorandom order. The second task, a counting Stroop task, required subjects to press buttons to indicate number of displayed objects. X’s were presented as control events while numerals were shown as activation stimuli. FMRI data were acquired on a 3T MR scanner using 2D gradient echo EPI sequence (TR/TE=2000/30ms; 33 slices with 3.5mm). Functional data were analyzed using AFNI. Using VME score as covariate, ANCOVA was implemented to generate group maps.
  
 RESULTS
 
After controlling for effect of VME, the group playing the nonviolent game showed robust BOLD response associated with ON > Off events in the bilateral DLPFC and ACC during both Stroop tasks. The group playing the violent game demonstrated less activation in prefrontal lobes for both tasks and more activation in bilateral amygdala during the emotional Stroop task.
  
 CONCLUSION
 
This fMRI study using modified Stroop paradigms demonstrated that following violent video game playing subjects produced relatively less activation in regions associated with executive function but more activation in regions associated with emotional arousal. Further study is needed to determine if this combination of effects could make these individuals more likely to engage in violent behavior.
  
 CLINICAL RELEVANCE/APPLICATION
 
Using fMRI to determine effects of violent video game playing on brain function.
  
QUESTIONS ABOUT THIS EVENT EMAIL:
   vmathews@iupui.edu
   
   
Copyright © 2006 Radiological Society of North America, Inc.
820 Jorie Boulevard, Oak Brook, IL 60523-2251 || (630) 571-2670 || fax (630) 571-7837 || U.S. and Canada: Main (800) 381-6660, Membership (877) RSNA-MEM (776-2636)