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ABSTRACT
The rise of gaming‐associated content material on social media has elevated publicity to sport‐associated stimuli, notably amongst younger individuals, which can reinforce gaming urges and create difficulties in controlling gaming behaviour. Therefore, understanding the administration of gaming need triggered by such content material is essential. Identifying the neural mechanisms underlying resistance to those urges will probably be essential for efficient prevention and intervention. However, this concern has but to be immediately explored. The current examine investigated the neural correlates of resisting gaming need elicited by gaming‐associated social media movies utilizing practical magnetic resonance imaging (fMRI). Young recurring on-line players participated in an fMRI examine during which they considered video stimuli beneath three circumstances: (1) gaming cue situation: passive viewing of gaming‐associated movies; (2) gaming cue resist situation: viewing of gaming‐associated movies whereas actively resisting gaming need; and (3) impartial cue situation. Gaming cues elicited considerably better activation than impartial cues within the various mind areas together with bilateral medial prefrontal cortex, orbitofrontal cortex, anterior cingulate cortex, posterior cingulate cortex (PCC), superior temporal gyrus (STG) and precuneus. Compared to the gaming cue situation, the gaming cue resist situation elicited elevated activation within the left PCC and bilateral precuneus. Conversely, important deactivation was noticed in the precise STG. These findings supply insights into the neural foundation of craving resistance in response to social media‐based mostly gaming cues and will information the event of focused interventions for problematic gaming behaviour.
Keywords: craving, practical magnetic resonance imaging, gaming dependancy, posterior cingulate cortex, precuneus
This examine investigated the neural correlates of resisting gaming need elicited by gaming‐associated social media movies, utilizing practical magnetic resonance imaging in younger recurring on-line players. Compared to the gaming cue situation, the gaming cue resist situation elicited elevated activation within the left posterior cingulate cortex and bilateral precuneus. Conversely, important deactivation was noticed in the precise superior temporal gyrus. These findings supply insights into the neural foundation of craving resistance in response to social media‐based mostly gaming cues.

1. Introduction
Online video games have change into immensely fashionable, not solely as leisure but in addition as instruments for psychological, bodily and cognitive coaching [1, 2, 3]. These video games supply non permanent reduction from each day stressors and could also be helpful to psychological nicely‐being. However, extreme immersion in on-line gaming can result in behavioural dependancy, probably displacing significant social interactions and inflicting adversarial psychological and bodily results [4, 5, 6, 7]. This concern has change into a rising concern in most of the people and amongst psychological well being professionals, notably for youthful populations.
In this period of ubiquitous digital connectivity, on-line gaming and social media platforms (e.g., TikTookay, Instagram and YouTube) have change into deeply built-in into on a regular basis life [8, 9, 10]. The more and more widespread availability of gaming‐associated content material on such platforms, particularly brief‐kind movies, could probably evoke gaming urges and foster maladaptive behaviours [10, 11, 12, 13]. Therefore, understanding how people handle gaming urges triggered by such content material would yield essential insights. Investigating the underlying neural mechanisms behind craving administration would facilitate the event of efficient prevention and intervention methods. However, to the most effective of our data, no research have immediately addressed this concern.
Neuroimaging methods, similar to practical magnetic resonance imaging (fMRI), have make clear the neural foundation of cue‐induced craving in gaming dependancy. Previous research report that, in each wholesome players and people with web gaming dysfunction (IGD), gaming cues activate mind areas related to reward, reminiscence, consideration and sensory processing, such because the orbitofrontal cortex (OFC), medial prefrontal cortex (MPFC), anterior cingulate cortex (ACC), posterior cingulate cortex (PCC), hippocampus, superior temporal gyrus (STG) and precuneus [5, 14, 15, 16, 17, 18]. We additionally beforehand demonstrated that gaming‐associated content material on social media elicits comparable neural responses, additional emphasizing the significance of investigating neural exercise in these areas to know the neurobiological underpinnings of gaming‐associated craving [11, 12].
The neural mechanisms concerned in controlling cravings basically have additionally been extensively investigated in dependancy analysis [19, 20, 21, 22]. Brody et al. [19] demonstrated that people with nicotine dependence exhibited heightened activation within the dorsal ACC, PCC and precuneus when actively resisting cue‐induced cigarette cravings in contrast with passive cue publicity. Furthermore, lowered activation was noticed in sensory processing areas, such because the occipital cortices, beneath the identical situation. In the context of gaming dependancy, latest proof signifies that people with IGD confirmed dysregulated craving responses, manifesting as altered activation in essential areas for consideration processes and cognitive management, together with the ACC, PCC, OFC and dorsolateral prefrontal cortex [22]. Building on these findings, we hypothesized that intentional craving resistance following publicity to gaming‐associated social media cues would elicit elevated activation within the ACC, PCC, precuneus and prefrontal cortices however decreased activation in sensory processing mind areas.
In this examine, we employed fMRI to look at the neural correlates of resisting gaming need induced by social media content material in wholesome, informal on-line players. Specifically, members have been instructed to view gaming movies beneath three circumstances: (1) gaming cue situation: passive viewing of gaming movies; (2) gaming cue resist situation: viewing of gaming movies whereas actively resisting gaming urges; and (3) impartial cue situation.
2. Materials and Methods
2.1. Participants
This examine recruited 31 wholesome volunteers who engaged in informal on-line gaming. The pattern dimension was decided based mostly on earlier fMRI research that examined cue reactivity in dependancy analysis [11, 15, 23]. The members in the end enrolled have been those that performed on-line video games commonly for not less than 1 h per week and didn’t meet the Diagnostic and Statistical Manual of Mental Disorders fifth Edition standards for IGD. After excluding 5 members from the analyses due to extreme head movement (> 4 mm), a ultimate whole of 26 members was included within the evaluation. In line with earlier research [5, 14], all members accomplished the Internet dependancy check [24, 25] to guage Internet dependence.
The examine was accepted by the institutional evaluate board of the Institute of Science Tokyo Hospital (R2021‐006) and conformed to the Code of Ethics of the World Medical Association. All members offered written knowledgeable consent after being supplied with an evidence of the whole examine.
2.2. fMRI Task
We modified the duty carried out in our earlier research [11, 12]. Eight gaming‐associated movies have been chosen from totally different social media platforms, that includes scenes of gameplay footage, sport launches or tutorials. Each video featured a preferred on-line sport in Japan, together with taking pictures, function‐taking part in, puzzle and sports activities video games. For the management situation, we chosen eight impartial movies additionally sourced from social media however unrelated to gaming, similar to content material on furnishings, hygiene, journey or work. We matched every impartial video to a gaming video when it comes to complexity, content material, design, luminance, color, movement and presence of human faces, as described beforehand [21, 26, 27, 28]. In whole, 220 candidate movies have been shortlisted and independently rated by three researchers utilizing standardized standards. Following a gaggle dialogue, eight impartial movies that greatest matched the gaming movies have been chosen.
Each video lasted 20 s and was offered in a pseudorandom order (Figure 1). Before every process block, a 2‐s instruction slide was offered. Participants have been instructed to view the movies beneath one in every of three circumstances: (1) gaming cue situation: passive viewing of gaming movies; (2) gaming cue resist situation: viewing of gaming movies whereas actively resisting gaming urges; and (3) impartial cue situation: passive viewing of impartial movies. Each situation included all eight corresponding movies. After every video, members have been requested to fee their gaming need on a scale of 1 (no need) to 4 (excessive need), inside 6 s. A ten‐s fixation cross was proven between movies. Outside the fMRI scanner, the members have been requested to fee the familiarity of every sport they have been proven from 1 (very unfamiliar) to 9 (very acquainted). In addition, based mostly on the earlier research [19, 21], they have been interviewed concerning the methods they used to withstand gaming urges.
FIGURE 1.

Functional magnetic resonance imaging process. Each video ran for 20 s and was proven in a pseudorandom order. A 2‐s tutorial slide was offered earlier than every process block. An illustrative body from a gaming‐associated video used within the process is proven right here for reference.
The experiment was carried out utilizing E‐Prime (Psychology Software Tools Inc., Pittsburgh, PA, USA). Before fMRI, members accomplished not less than one apply trial on a shorter model of the fMRI process, throughout which any misunderstandings concerning process completion have been clarified.
2.3. fMRI Data Acquisition and Preprocessing
All members underwent MRI scanning utilizing a 3‐T entire‐physique scanner (Prisma, Siemens, Erlangen, Germany) geared up with a 20‐channel head/neck coil. SPM12 (Wellcome Trust Center for Neuroimaging, London, UK) in MATLAB (MathWorks, Natick, MA, USA) was used to course of pictures. Further particulars are offered in Supporting Information.
2.4. Data Analysis
2.4.1. Behavioural Data
To look at the impact of resistance, we in contrast gaming need within the gaming cue situation with that within the gaming cue resist and impartial cue circumstances utilizing paired t‐exams based mostly on Dunnett’s process. Statistical significance was outlined as p = 0.05 (two‐tailed). All analyses have been carried out utilizing SPSS 29 (IBM, Armonk, NY, USA).
2.4.2. fMRI Data
The fMRI information have been analysed utilizing a common linear mannequin. For the primary‐stage evaluation, the design matrix included three process‐associated regressors of curiosity: the gaming cue, gaming cue resist and impartial cue circumstances. The directions and score intervals have been modeled as covariates of no curiosity. To reduce movement‐associated artefacts, we included six motion parameters (three displacements and three rotations) as regressors of no curiosity. Subsequently, we characterised the variations in activation between gaming cue and impartial cue circumstances, in addition to between gaming cue and gaming cue resist circumstances. The comparability produced distinction pictures for every participant, which have been then used for second‐stage fMRI analyses.
In the second‐stage analyses, inhabitants‐stage inferences have been drawn utilizing a random‐results mannequin. Based on prior literature [14, 16, 17, 18] and consistent with our earlier research [11, 12], we targeted on particular areas of curiosity (ROIs), together with the MPFC, OFC, center frontal gyrus (MFG), ACC, PCC, striatum, thalamus, hippocampus, STG and precuneus. Anatomical masks for these ROIs have been obtained from the Automated Anatomical Labeling atlas [29, 30]. Significance was decided utilizing household‐sensible error (FWE) correction for a number of comparisons, with a cluster‐stage threshold of p < 0.01 for every ROI (voxel‐stage uncorrected p < 0.001). Additionally, for exploratory evaluation, we reported activations that met a voxel‐stage threshold of p < 0.01 (FWE corrected) with a minimal cluster extent of 100 contiguous voxels, following entire‐mind correction for a number of comparisons consistent with earlier research [11, 12, 31, 32].
To look at the connection between neural exercise and behavioural responses, we carried out correlation analyses between the discount in gaming need (from gaming cue to gaming cue resist circumstances) and the parameter estimates (from gaming cue resist to gaming cue circumstances), which have been extracted as the primary eigenvariate from important clusters. Correlations have been thought of statistically important at p < 0.05 (two‐tailed).
3. Results
Table 1 presents members’ demographic traits. Task efficiency was usually sturdy, with members lacking a mean of solely 0.35 ± 0.63 out of 24 trials. A missed trial was outlined as one the place a participant didn’t fee their gaming need inside the allotted time. Gaming need was considerably larger within the gaming cue situation (2.01 ± 0.67) than in each the gaming cue resist (1.51 ± 0.45) and impartial cue (1.10 ± 0.30) circumstances (each p < 0.01; Figure 2). No important correlations have been discovered between gaming need rankings and familiarity scores in both the gaming cue or gaming cue resist circumstances (each p > 0.05).
TABLE 1.
Demographic traits of the members.
| Total (n = 26) | |
|---|---|
| Age (years, imply ± SD) | 21.6 ± 2.4 |
| Male/feminine | 23/3 |
| Education (years, imply ± SD) | 13.2 ± 1.8 |
| Predicted full‐scale IQ (imply ± SD) | 107.1 ± 7.2 |
| Internet dependancy check (imply ± SD) | 35.5 ± 9.4 |
| Weekly gaming time (hours, imply ± SD) | 6.1 ± 7.2 |
| Gaming historical past (years, imply ± SD) | 9.9 ± 3.1 |
FIGURE 2.

Gaming need beneath every situation. The error bars point out ± normal errors.
The ROI evaluation evaluating the gaming cue and impartial cue circumstances revealed considerably better activation throughout gaming cue publicity within the bilateral MPFC, OFC, MFG, ACC, PCC, STG and precuneus (Figure 3 and Table S1). In distinction, a extra ventral area of the bilateral precuneus confirmed considerably better activation within the impartial cue situation than within the gaming cue situation. Exploratory entire‐mind evaluation additional revealed that, in contrast with impartial cue publicity, gaming cue publicity elicited considerably better activation in the precise center temporal gyrus however led to important deactivation within the occipital areas, together with the bilateral lingual gyrus. Details are described in Table S2.
FIGURE 3.

Comparison between gaming and impartial cue circumstances. For show goal, the brink is ready at p < 0.001, uncorrected. ACC = anterior cingulate cortex, MFG = center frontal gyrus, MPFC = medial prefrontal cortex, MTG = center temporal gyrus, PCC = posterior cingulate cortex, STG = superior temporal gyrus.
ROI evaluation evaluating the gaming cue resist and gaming cue circumstances revealed that the gaming cue resist situation elicited considerably better activation within the left PCC and bilateral precuneus, coupled with important deactivation in the precise STG (Figure 4 and Table 2). No additional important findings have been famous by exploratory entire‐mind evaluation.
FIGURE 4.

Comparison between the gaming cue resist and gaming cue circumstances. For show goal, the brink is ready at p < 0.001, uncorrected. PCC = posterior cingulate cortex, STG = superior temporal gyrus.
TABLE 2.
fMRI outcomes (gaming cue resist situation vs. gaming cue situation [ROI analysis]).
| Brain area | Coordinates (mm) | Cluster | |||
|---|---|---|---|---|---|
| x | y | z | T | (voxels) | |
| Gaming cue resist > gaming cue | |||||
| L posterior cingulate cortex | −8 | −40 | 24 | 5.48 | 55 |
| L precuneus | −10 | −68 | 30 | 6.00 | 225 |
| R precuneus | 4 | −72 | 32 | 4.78 | 160 |
| Gaming cue > gaming cue resist | |||||
| R superior temporal gyrus | 58 | −36 | 14 | 4.34 | 116 |
We additionally carried out correlation analyses between the reductions in gaming need (from gaming cue to gaming cue resist circumstances) and parameter estimates (from gaming cue resist to gaming cue circumstances) extracted as the primary eigenvariate from important clusters. No important correlations have been discovered between the mentioned variables throughout the whole pattern (all, p > 0.05). The put up‐fMRI interview revealed that 76.9% of members (n = 20) used methods associated to attentional distraction, similar to redirecting consideration to nongaming‐associated ideas, whereas the opposite members both used different methods or couldn’t verbalize their method. We due to this fact carried out comply with‐up correlation evaluation on the members who reported utilizing methods associated to attentional distraction and located that reductions in gaming need have been considerably correlated with activation within the left PCC (r = 0.49, p = 0.03) and left precuneus (r = 0.46, p = 0.04) (Figure 5).
FIGURE 5.

Reduction in gaming need and activation ranges within the left PCC and left precuneus. In the subgroup of members who reported utilizing methods associated to attentional distraction (n = 20), reductions in gaming need have been considerably correlated with activation within the left PCC (r = 0.49, p = 0.03) and left precuneus (r = 0.46, p = 0.04). PCC = posterior cingulate cortex.
4. Discussion
This examine examined the neural correlates of resisting gaming urges triggered by social media content material in younger adults who casually have interaction in on-line gaming. Participants reported considerably elevated gaming need in response to gaming‐associated social media cues in contrast with impartial cues throughout the fMRI process, confirming the numerous affect of such content material on gaming urges [11, 12, 13]. Notably, gaming need was considerably decrease within the gaming cue resist situation than within the gaming cue situation, indicating that, total, members have been capable of successfully resist gaming urges.
Consistent with our earlier findings [11, 12], gaming cues elicited considerably better activation than impartial cues within the bilateral MPFC, OFC, MFG, ACC, PCC, STG and precuneus. These outcomes underscore the involvement of those areas in processing gaming‐associated cues offered on social media amongst informal on-line players.
Compared with the gaming cue situation, the gaming cue resist situation elicited considerably better activation within the left PCC and bilateral precuneus. The PCC facilitates directing consideration towards inner states, transmitting internally generated data for additional analysis and supporting practical integration [33, 34]. The precuneus is concerned in voluntary consideration shifts, visuospatial processing and the coordination of spatial behaviour [35, 36]. Notably, each areas are central elements of the default mode community, which participates in attentional regulation and cognitive management [37]. The literature has persistently highlighted the involvement of the PCC and precuneus in craving administration throughout each substance and behavioural addictions [20, 22, 38]. Brody et al. [19] reported elevated activation within the PCC and precuneus amongst people with nicotine dependence when instructed to withstand cravings elicited throughout cigarette cue publicity. Prashad et al. [39] demonstrated that focusing on these mind areas could probably modulate cravings in hashish customers. Interestingly, within the current examine, optimistic correlations between reductions in gaming need and elevated activation within the left PCC/left precuneus have been noticed in a subset of members who employed methods associated to attentional distraction. This discovering, which aligns with these of earlier research [19, 22], means that these areas could facilitate attentional shifting processes that assist mitigate craving responses.
Conversely, the precise STG confirmed decreased activation throughout the gaming cue resist situation in comparison with the gaming cue situation. The STG facilitates the processing of dynamic audiovisual stimuli and social contextual data [40, 41, 42]. Reduced exercise on this area could point out disengagement from the sensory‐wealthy and socially salient facets of gaming content material as members actively resisted their gaming urges. This shift in neural engagement could mirror a reallocation of attentional sources from externally oriented perceptual processing towards internally targeted regulatory mechanisms. Although this interpretation aligns with the thought of attentional redirection throughout self‐management [43], it stays speculative and needs to be immediately examined in future research integrating paradigms that manipulate attentional focus extra explicitly.
Contrary to our speculation, we didn’t observe elevated activation within the ACC and prefrontal cortices throughout the gaming cue resist situation. One doable rationalization could be the affect of the traits of our participant pattern. Unlike people with clinically identified IGD, our members have been wholesome younger adults with informal gaming habits. Previous research have indicated that activation of the ACC and prefrontal areas throughout craving regulation duties tends to be extra pronounced in medical populations [21, 22]. In nonclinical people, similar to these in our pattern, the activation of those areas could also be extra refined and contain internally guided methods that don’t require strong prime‐down management mechanisms detectable on the group stage. Future research ought to validate the present findings by analysing clinically identified IGD populations to additional elucidate the neural mechanisms underlying craving resistance in additional extreme circumstances.
From a medical perspective, the findings of this examine supply beneficial insights into the administration of gaming‐associated urges elicited by social media publicity. Given the pervasive presence of gaming content material on platforms similar to TikTookay, Instagram and YouTube, people, particularly adolescents and younger adults, are regularly uncovered to stimuli that may set off cravings and reinforce maladaptive gaming behaviours [8, 9, 10, 13]. Our outcomes point out that, amongst wholesome informal players, actively resisting urges engages neural networks involving the PCC and precuneus, highlighting the potential worth of incorporating distraction‐based mostly or internally targeted cognitive methods into psychoeducational programmes for people susceptible to growing IGD. Furthermore, the mixing of actual‐world digital media contexts into medical protocols may enhance each the ecological validity and medical efficacy of craving administration methods.
This examine has a number of limitations. First, as beforehand famous, the pattern was restricted to younger informal on-line players, excluding people with no gaming expertise and people clinically identified with IGD. The inclusion of nongamers may have offered beneficial insights into figuring out whether or not neural responses to gaming‐associated stimuli are particular to people accustomed to gaming tradition or whether or not in addition they happen in these with little or no gaming publicity. Moreover, neural responses could differ considerably between people with subclinical tendencies and those that meet formal diagnostic standards for IGD [12, 14]. Therefore, the generalization of our findings needs to be utilized with warning. Nonetheless, as a result of IGD typically emerges throughout adolescence and younger maturity, a developmental interval marked by heightened publicity to and engagement with on-line gaming platforms [44, 45], the insights derived from this inhabitants should supply significant contributions to the event of efficient interventions for IGD. Second, though we carefully matched every gaming‐associated stimulus with its impartial counterpart, utilizing naturalistic stimuli with actual‐world content material from social media posed difficulties to reaching excellent matching throughout a number of parameters. Factors such because the foreground–background ratio and zooming pace remained tough to totally management regardless of our efforts to fastidiously choose impartial stimuli. Third, whereas members’ craving resistance methods have been assessed via put up‐experiment interviews, this data was based mostly on self‐reporting and was due to this fact vulnerable to reporting biases. Future research ought to evaluate a number of methods inside the identical people to uncover the neural mechanisms underlying every method, in addition to to corroborate self‐reported information with goal behavioural measures. Finally, this examine utilized a cross‐sectional design, which precludes any causal conclusions. Longitudinal examine designs may additional make clear the predictive worth of the noticed neural patterns on lengthy‐time period resilience in opposition to gaming‐associated behavioural dysregulation.
Despite these limitations, the present findings exhibit that resistance to gaming need elicited by social media content material engages neural networks involving the PCC and precuneus. These outcomes supply beneficial insights into the administration of gaming‐associated urges elicited by digital media publicity.
Author Contributions
Yuka Fujimoto: conceptualization, information curation, formal evaluation, investigation, methodology, writing – authentic draft, writing – evaluate and enhancing. Junya Fujino: conceptualization, information curation, formal evaluation, funding acquisition, investigation, methodology, undertaking administration, writing – authentic draft, writing – evaluate and enhancing. Daisuke Matsuyoshi: information curation, investigation, supervision, writing – evaluate and enhancing. Daisuke Jitoku: conceptualization, information curation, investigation, undertaking administration, writing – evaluate and enhancing. Nanase Kobayashi: conceptualization, information curation, investigation, writing – evaluate and enhancing. Chenyu Qian: information curation, investigation, validation, writing – evaluate and enhancing. Shoko Okuzumi: information curation, investigation, methodology, writing – evaluate and enhancing. Shisei Tei: methodology, supervision, validation, writing – evaluate and enhancing. Takehiro Tamura: conceptualization, investigation, supervision, writing – evaluate and enhancing. Takefumi Ueno: conceptualization, funding acquisition, investigation, methodology, undertaking administration, supervision, writing – evaluate and enhancing. Makiko Yamada: conceptualization, funding acquisition, investigation, methodology, undertaking administration, supervision, writing – evaluate and enhancing. Hidehiko Takahashi: conceptualization, funding acquisition, investigation, methodology, undertaking administration, supervision, writing – evaluate and enhancing.
Ethics Statement
The examine was accepted by the institutional evaluate board of the Institute of Science Tokyo Hospital (R2021‐006) and conformed to the Code of Ethics of the World Medical Association.
Consent
All members offered written knowledgeable consent after being offered an evidence of the whole examine.
Conflicts of Interest
The authors declare no conflicts of curiosity.
Supporting data
Table S1: fMRI outcomes (gaming cue situation vs. impartial cue situation [ROI analysis]).
Table S2: fMRI outcomes (gaming cue situation vs. impartial cue situation [whole‐brain analysis]).
Fujimoto Y., Fujino J., Matsuyoshi D., et al., “Neural Correlates of Resistance to Gaming Desire Induced by Social Media Content,” Addiction Biology
30, no. 9 (2025): e70085, 10.1111/adb.70085.
Funding: This work was supported by the Japan Agency for Medical Research and Development (JP23dk0307102, JP24dk0307128), JST Moonshot R&D Grant (JPMJMS2295‐01), Intramural Research Grant (4‐1) for Neurological and Psychiatric Disorders of NCNP and KDDI Corporation (KDDI Research Inc). This examine was additionally supported partly by KAKENHI JP (23H04979, 23K06981, 25K10811) from the Ministry of Education, Culture, Sports, Science and Technology of Japan and CREST (JPMJCR22P3) from the Japan Science and Technology Agency.
Data Availability Statement
The information that assist the findings of this examine can be found from the corresponding writer upon affordable request.
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Associated Data
This part collects any information citations, information availability statements, or supplementary supplies included on this article.
Supplementary Materials
Table S1: fMRI outcomes (gaming cue situation vs. impartial cue situation [ROI analysis]).
Table S2: fMRI outcomes (gaming cue situation vs. impartial cue situation [whole‐brain analysis]).
Data Availability Statement
The information that assist the findings of this examine can be found from the corresponding writer upon affordable request.
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