Sub-Projects
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RP1: Comprehensive model testing, cohort comparison and longitudinal approach
The theoretical model of the FOR 2974 research group, the I-PACE model, examines core mechanisms such as cue-reactivity, craving, cognitive distortions and executive functions in relation to addictive behaviour. RP1 uses data to replicate previous findings, analyse cohort effects and integrate longitudinal data. The aim is to test hypotheses on predictors, moderators and mediators of Internet use disorders (INS) and to explore differences in the stages of INS. This includes both cross-sectional comparisons and longitudinal studies over three years to investigate changes in affective and cognitive mechanisms and their relationship with symptom severity.
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RP2: Reward Value Reduction in Computer Gaming Disorder and Buying-Shopping Disorder - Psychological Mechanisms and Proof-of-Concept Study
The influence of conditioned stimuli plays an important role in addictive disorders, as they can reinforce reward-related behaviour, as the Pavlovian-to-instrumental transfer (PIT) effect shows. Even when rewards are no longer available, these stimuli continue to influence behaviour. A proof-of-concept study will now investigate the effectiveness of a modified Cognitive Bias Modification (CBM) approach, in which addictive stimuli are linked to negative consequences in order to reduce their reward value. The study includes 252 participants with risky use of computer games or shopping applications and will evaluate their behaviour before and after the intervention as well as in everyday life.
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RP3: Shift from reward-driven to compulsive behaviours: The role of decreased sensitivity to punishment in gaming disorder and pornography use disorder
Gaming and pornography use disorders are characterised by continued behaviour despite negative consequences, whereby punishment sensitivity has been neglected to date. This describes the adaptive suppression of a behaviour in response to negative consequences and can change in addictive behaviours. A study is now investigating punishment sensitivity in people in various stages of these disorders and in control subjects using fMRI and Ecological Momentary Assessment in order to determine the neural and behavioural correlates. The type and temporal contingency of the consequences will also be taken into account.
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RP4: Automatic and habitualised cue-reactivity in gaming disorder and pornography use disorder: effects of acute stress and cue devaluation on subjective, behavioural, psychophysiological and neural correlates
Cue-reactivity and craving are central mechanisms of addictive behaviour that are reinforced by stress and can be influenced by automatic habits. This study examines individual and situational factors, such as stress reactivity, stress susceptibility, habit propensity and glutamate metabolism, as modulators of cue-reactivity in gaming and pornography use disorders. It consists of three parts: Magnetic Resonance Imaging (MRI), Ecological Momentary Assessment (EMA) and laboratory studies to assess the neural and behavioural aspects of cue-reactivity and habits. The aim is to clarify the role of stress and neuronal habits in the development and maintenance of addictive behaviour.
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RP5: Everyday stress, attention bias and inhibitory control in buying-shopping and social network use disorder
According to the I-PACE model, affective reactions to addiction-related stimuli, attention distortions and reduced inhibitory control are central mechanisms in behavioural addictions such as buying-shopping disorder (BSD) and social network use disorder (SNN). Stress intensifies these psychological processes. In the second funding period, RP5 investigates the role of stress in KShS and SNN in everyday life and conducts behavioural tests in the laboratory to analyse attention processes and inhibition control. Possible gender effects are also taken into account.
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RP7: Investigation of in-game craving and game-immanent factors in computer games and online gambling in a semi-natural setting and biofeedback-guided cue exposure training
RP7 investigates gambling-immanent factors in gaming and online gambling disorders and aims to uncover similarities, differences and interactions between the two disorders. One focus is on the modification of addiction-specific responses through biofeedback-guided cue exposure training (CET). The study consists of two parts: In the first part, craving, emotional arousal and skin conductance responses (SCR) are measured in individuals with inconspicuous or pathological use of computer games or gambling. In the second part, participants undergo biofeedback-guided CET to reduce addiction-related reactions, with various measures being collected before and after the training.
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RP8: Training of emotional working memory and modification of cognitive distortions in social network use disorder and gaming disorder
RP8 examines explicit and implicit cognitions in substance use disorders and behavioural addictions such as social networking and computer games, including expectancies of use, emotion dysregulation and inhibition control. The study aims to test the efficacy of emotional working memory training (eWMT) and cognitive bias modification (CBM) on these cognitions. It is expected that eWMT will have a stronger effect on explicit cognitions and CBM a stronger effect on implicit cognitions, whereby the effects will be investigated in a laboratory and an extended home training programme.
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RP10: Cue-reactivity and craving in buying-shopping disorder and social network use disorder: neural correlates, attention bias and media-specific features
Cue-reactivity and craving are central mechanisms in substance use and behavioural addictions, with neuroimaging studies showing activity in the ventral and dorsal striatum. A new cue reactivity paradigm from the FOR2974 research group shows that distal cues can trigger cue-reactivity and craving in various internet use disorders. In RP10, this paradigm will be used to investigate the neural correlates of buying-shopping disorder and social network use disorder and compare the results with previous studies to paint a comprehensive picture of specific Internet use disorders.
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Project members
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RP11: Gender-specific aspects of affective and cognitive mechanisms of gaming disorder and pornography use disorder
RP11 investigates gender-specific mechanisms in gaming disorder and pornography use disorder using the developed cue-reactivity paradigm and the modified Iowa Gambling Task. Initial results show that distal stimuli can trigger craving in males. RP11 now compares responses in female participants in four groups (with n=32 each) to analyse gender differences and explore qualitative aspects such as illness representations and media-specific content.