Prefrontal cerebral blood volume patterns while playing video games: A near-infrared spectroscopy study

Publication Type  Journal Article
Year of Publication  2006
Authors  Nagamitsu, S.; Nagano, M.; Yamashita, Y.; Takashima, S.; Matsuishi, T.
Journal Title  Brain & Development
Volume  28
Pagination  315-321
ISBN Number  0387-7604
Accession Number  ISI:000237542000008
Key Words  video game; oxygenation; cerebral blood volume; child development; optical imaging; near-infrared spectroscopy; prefrontal; activation; responses; cortex
Abstract  

Video game playing is an attractive form of entertainment among school-age children. Although this activity reportedly has many adverse effects on child development, these effects remain controversial. To investigate the effect of video game playing on regional cerebral blood volume, we measured cerebral hemoglobin concentrations using near-infrared spectroscopy in 12 normal volunteers consisting of six children and six adults. A Hitachi Optical Topography system was used to measure hemoglobin changes. For all subjects, the video game Donkey Kong((R)) was played on a Game Boy((R)) device. After spectroscopic probes were positioned on the scalp near the target brain regions, the participants were asked to play the game for nine periods of 15 s each, with 15-s rest intervals between these task periods. Significant increases in bilateral prefrontal total-hemoglobin concentrations were observed in four of the adults during video game playing. On the other hand, significant decreases in bilateral prefrontal total-hemoglobin concentrations were seen in two of the children. A significant positive correlation between mean oxy-hemoglobin changes in the prefrontal region and those in the bilateral motor cortex area was seen in adults. Playing video games gave rise to dynamic changes in cerebral blood volume in both age groups, while the difference in the prefrontal oxygenation patterns suggested an age-dependent utilization of different neural circuits during video game tasks.

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