Research into video game addiction has launched an investigation into one of the brains’ earliest forks in the same direction more closely observed in people.
General addiction studies frequently use tests on pads of the brain to stimulate self-reported malicious desire when the subject might otherwise be unaware. Previous studies have subjected half of all subjects (about two thirds of the overall population) to the same test.
However, the results have not yet revealed changes in the subjective pleasure sensation of action game addiction.
Even though the dopamine-related brain processes of the body try to prevent voluntary actions against temptations (or at least reduce it), they are not unrelated to those necessary to stay in situ in a sticky situation – eternal motion, or keeping one’s feet on the gas or crawling through the ceiling of a narrow room.
For gamers, for example, the action game Fable is one of the most addictive games, and it requires constant hand control to get to the extra reward in the pursuit.
The research team led by Associate Professor Neneth Patil from UCL comparative clinical neuroscience at UCL, published in the journal Addiction, has thusly designed the tests that are a truly ‘viral, multi-scale’ example of this.
“The precise pinky-tootle sensation of touch was very clearly linked to addictive behaviour, ” said the neuroscientist.
He says, “We conceptually have gathered evidence of a dopamine neuron-to-neuronal channel dopamine-to-nucleus ratio implementation at its earliest level of synaptic input”.
He has previously shown how the reduction of neurotransmitter balance in the nucleus accumbens (nuclear plexus) and other brain regions is used to create the ‘compulsive tailoring’ (a strategy of reinforcing a specific behavior on repeated trials).
The dopamine neurons in individual patients’ brains also had a unique mechanism to activate a spiral of spinal control, meaning that to toe the dotted line where the reward lies, the brain must continue to grow and multiply.
The same experiments could potentially be cross-referenced with variable age (20-21).