Video game exposure and recognition of facial expressions: Event-related potential data

Video game exposure and recognition of facial expressions: Event-related potential data

International Journal of Psychophysiology 94 (2014) 120–261 Socioeconomic decision making in manic and euthymic patients with bipolar disorder: The f...

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International Journal of Psychophysiology 94 (2014) 120–261

Socioeconomic decision making in manic and euthymic patients with bipolar disorder: The feedback-related negativity study Vin Ryua, Ra Yeon Hab, Hyun Sang Choc Seoul National Hospital, Korea b Seoul Bukbu Hosptial, Korea c Yonsei University, Korea

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Bipolar disorder is characterized by behavioral changes such as risk taking and increased goal directed activity. These kinds of behaviors may account for the abnormal reward processing in bipolar patients which result from impaired reward learning. Bipolar patients have been reported to show impaired reward learning in situations that require integration of feedbacks over time. Feedback-related negativity (FRN) is one of electrophysiological index reflecting reward learning after presentation of feedback from 200 ms to 500 ms. We investigated euthymic and manic bipolar patients during ultimatum game which is one of reward-related paradigm. We recruited 30 manic, 20 euthymic patients with bipolar disorder and 24 healthy controls. In ultimatum game, two players must split a sum of money. The proposer offers a portion to the responder, who decides to either accept or reject the offer. If responder refuses the offer, no income will be made to either of the participants. This phenomenon is described as altruistic punishment. In our study, euthymic and manic patients rejected more than controls for unfair offers (F = 5.06, p = 0.01). And both bipolar patients’ groups showed larger (more negative) FRN amplitude than controls for unfair offers (F = 3.76, p = 0.03). Conclusively, these findings suggest that manic and euthymic patients with bipolar disorder are impaired in socioeconomic interactions which is involved in emotion recognition and decision making which result in deficits in reward learning and related electrophysiological changes. doi:10.1016/j.ijpsycho.2014.08.955

An investigation of the EEG correlates associated with viewing alcohol and drug related behaviours on social media Sandra Gountasa, Joseph Ciorciarib, John Gountasc, Stuart Huddleb Curtin University, Australia b Brain & Psychological Sciences Research Centre Swinburne University of Technology, Australia c Murdoch University, Australia a

Research, within social marketing and health studies, indicates that the misuse of alcohol amongst young people is a major problem in many developed countries. The harmful effects of alcohol abuse are seen at individual and social levels and result in a serious public health burden in Australia and other countries. Participating in alcohol abuse behaviours can have serious psychological and physical consequences that may affect the individual in the longer term. In addition to individual health issues, alcohol-fuelled antisocial behaviours are of concern to the international community. Such antisocial behaviours are often communicated through social networking sites. In general, young people in comparison with other age groups are more likely to drink alcohol at levels that risk harm and cause health and social problems. This suggests that research about alcohol abuse needs to consider possible differences in young peoples’ motivations, perceptions and behaviours in order to produce effective communications to influence and encourage healthy behaviours. The specific objective of the study is to examine young peoples’ responses to prosocial and antisocial communications concerned with alcohol and drug abuse.

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This study explores motivations, behaviours and young people’s response to communications concerned with binge drinking, and gives insights on how participants respond to prosocial and antisocial videos available in social media. The research uses this focus group (n = 40) and an EEG cohort (n = 20) to examine responses to videos that have been developed by organisations to target young people and discourage abuse of alcohol and drugs, together with amateur videos posted by young people on social media depicting their drunken behaviours. The EEG recordings give insight into the most effective video content by gauging emotional, cognitive and attentional processes associated with the stimuli. Research suggests that social media communications, can contribute positively towards changing attitudes and reducing excessive alcohol behaviours. More effective ways to structure anti-binge drinking messages to young people will be discussed. doi:10.1016/j.ijpsycho.2014.08.956

Video game exposure and recognition of facial expressions: Event-related potential data Yoshiyuki Tamamiya, Hiraki Kazuo Graduate School of Arts and Sciences, The University of Tokyo, Japan Playing video games is very popular among children. Past studies have shown that playing video games, especially including violent contents, affects recognition of facial expressions in adults (Kirsh & Mounts, 2007). However, there is no study which investigated the effect on children. In current study, 12 children (6-10 years old) participated. Task stimuli consisted of 10 photographs of facial expressions (a female and a male posing an angry, fearful, happy, sad and neutral expression) and an image of a cartoon character. The protocol consisted of five blocks. Each block contained 50 facial stimuli, 10 of each expression and the cartoon character. Participants were asked to respond with a mouse-click to the target stimuli (the cartoon character) as soon as they recognized the target. During the task, event-related potentials (ERPs) were recorded. After the task, they answered amount of exposure to video games in a daily life and names of favorite video games in a questionnaire. The early ERP responses to faces (N170 and P2) were analyzed. Six children were rejected for too many artifacts in the EEG recordings. The results showed significant partial correlation between exposure to video games and ERPs: the earlier children started to play video games, the larger the amplitude of N170 elicited by neutral faces (r = .95, p = .049). The number of video games which children had was also associated with the amplitude of N170 elicited by Neutral faces (r = -.97, p = .03). The results of our present study give support for the assumption that exposure to video game is associated with recognition of facial expressions. doi:10.1016/j.ijpsycho.2014.08.957

Event-related potentials indicate low self-esteem individuals give enhanced attention to disgusted faces after being ostracized Taishi Kawamotoa, Hiroshi Nittonoa, Mitsuhiro Urab Graduate School of Integrated Arts and Sciences, Hiroshima University, Japan b Department of Psychology, Otemon-Gakuin University, Japan a

Ostracism—being ignored and excluded—is a highly traumatic experience for humans. Prior studies have shown that trait selfesteem modulates emotional responses and threat induced by