Evidence map›Paper›PMID 30565058›Full record

ArticleCognitive, affective & behavioral neuroscience2019

Violence in video game produces a lower activation of limbic and temporal areas in response to social inclusion images.

Carlo Lai, Gaia Romana Pellicano, Daniela Altavilla, Alessio Proietti, Giada Lucarelli, Giuseppe Massaro, Massimiliano Luciani, Paola Aceto

Abstract read
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In one paragraph

Article in Cognitive, affective & behavioral neuroscience, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

3 citing papers in PubMed.

  1. Article
  2. A Typical Case Report: Internet Gaming Disorder Psychotherapy Treatment in Private Practice.International journal of environmental research and public health · 2021
    Article
  3. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

8 authors.

Carlo LaiDepartment of Dynamic and Clinical Psychology, Sapienza University of Rome, Via degli Apuli 1, 00185, Rome, Italy. carlo.lai@uniroma1.it.ORCID 0000-0002-7638-0375
Gaia Romana PellicanoDepartment of Dynamic and Clinical Psychology, Sapienza University of Rome, Via degli Apuli 1, 00185, Rome, Italy.
Daniela AltavillaDepartment of Dynamic and Clinical Psychology, Sapienza University of Rome, Via degli Apuli 1, 00185, Rome, Italy.
Alessio ProiettiDepartment of Dynamic and Clinical Psychology, Sapienza University of Rome, Via degli Apuli 1, 00185, Rome, Italy.
Giada LucarelliDepartment of Dynamic and Clinical Psychology, Sapienza University of Rome, Via degli Apuli 1, 00185, Rome, Italy.
Giuseppe MassaroDepartment of Dynamic and Clinical Psychology, Sapienza University of Rome, Via degli Apuli 1, 00185, Rome, Italy.
Massimiliano LucianiDepartment of Neuroscience, Catholic University of Sacred Heart, Largo Francesco Vito, 1, 00168, Rome, Italy.
Paola AcetoDepartment of Anesthesia, Emergency and Intensive Care Medicine, Fondazione Policlinico Universitario A. Gemelli IRCCS, Roma, Italia.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Exposure to violence in video games has been associated with a desensitization toward violent content, a decrease of empathy, and prosocial behavior. Moreover, violent video games seem to be related to a reduction of neural activation in the circuits linked to social emotional processing. The purpose of the present study was to compare the neural response to social inclusion images after violent and nonviolent video game playing. Electroencephalographic data of the 32 participants were recorded during a visual task with three presentations (T0, T1, T2) of 60 stimuli (30 social inclusion vs. 30 neutral images). After the T0 presentation, the participants played with a video game (orientation or violent). After the T1 presentation, the participants played with the other video game (orientation or violent). The two types of video games were randomly displayed. Event-related potential (ERP) components and low-resolution electromagnetic tomography (sLORETA) were analyzed. The main findings showed a longer latency of the P2 component on occipito-temporal montage and a lower activation of the limbic and temporal areas in response to the social inclusion images post violent video game compared with the post orientation video game. The findings suggest a reduction of emotional engagement in social processing after playing violent video game.

Indexed as

Exposure to ViolencePsychological DistanceSocial PerceptionVideo GamesAdultCerebral CortexElectroencephalographyEvoked PotentialsFemaleHumansLimbic SystemMaleTemporal LobeYoung AdultEvent-related potentialsLoretaSocial inclusionViolent video game

Identifiers

What OpenQuestion holds

Textmetadata
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Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.