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Dive into the research topics where Robert C. Lorenz is active.

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Featured researches published by Robert C. Lorenz.


Molecular Psychiatry | 2014

Playing Super Mario induces structural brain plasticity: Gray matter changes resulting from training with a commercial video game

Simone Kühn; Tobias Gleich; Robert C. Lorenz; Ulman Lindenberger; Jürgen Gallinat

Video gaming is a highly pervasive activity, providing a multitude of complex cognitive and motor demands. Gaming can be seen as an intense training of several skills. Associated cerebral structural plasticity induced has not been investigated so far. Comparing a control with a video gaming training group that was trained for 2 months for at least 30 min per day with a platformer game, we found significant gray matter (GM) increase in right hippocampal formation (HC), right dorsolateral prefrontal cortex (DLPFC) and bilateral cerebellum in the training group. The HC increase correlated with changes from egocentric to allocentric navigation strategy. GM increases in HC and DLPFC correlated with participants’ desire for video gaming, evidence suggesting a predictive role of desire in volume change. Video game training augments GM in brain areas crucial for spatial navigation, strategic planning, working memory and motor performance going along with evidence for behavioral changes of navigation strategy. The presented video game training could therefore be used to counteract known risk factors for mental disease such as smaller hippocampus and prefrontal cortex volume in, for example, post-traumatic stress disorder, schizophrenia and neurodegenerative disease.


Translational Psychiatry | 2011

The neural basis of video gaming

Simone Kühn; Alexander Romanowski; Christina Schilling; Robert C. Lorenz; Chantal Mörsen; Nina Y. Seiferth; Tobias Banaschewski; Alexis Barbot; Gareth J. Barker; Christian Büchel; Patricia J. Conrod; Jeffrey W. Dalley; Herta Flor; Hugh Garavan; Bernd Ittermann; K. Mann; J.-L. Martinot; Tomáš Paus; Marcella Rietschel; Michael N. Smolka; A Ströhle; Bernadeta Walaszek; Gunter Schumann; Andreas Heinz; Jürgen Gallinat

Video game playing is a frequent recreational activity. Previous studies have reported an involvement of dopamine-related ventral striatum. However, structural brain correlates of video game playing have not been investigated. On magnetic resonance imaging scans of 154 14-year-olds, we computed voxel-based morphometry to explore differences between frequent and infrequent video game players. Moreover, we assessed the Monetary Incentive Delay (MID) task during functional magnetic resonance imaging and the Cambridge Gambling Task (CGT). We found higher left striatal grey matter volume when comparing frequent against infrequent video game players that was negatively correlated with deliberation time in CGT. Within the same region, we found an activity difference in MID task: frequent compared with infrequent video game players showed enhanced activity during feedback of loss compared with no loss. This activity was likewise negatively correlated with deliberation time. The association of video game playing with higher left ventral striatum volume could reflect altered reward processing and represent adaptive neural plasticity.


Addiction Biology | 2013

Cue reactivity and its inhibition in pathological computer game players

Robert C. Lorenz; Jenny-Kathinka Krüger; Britta Neumann; Björn H. Schott; Christian Kaufmann; Andreas Heinz

Despite a rising social relevance of pathological computer game playing, it remains unclear whether the neurobiological basis of this addiction‐like behavioral disorder and substance‐related addiction are comparable. In substance‐related addiction, attentional bias and cue reactivity are often observed. We conducted a functional magnetic resonance study using a dot probe paradigm with short‐presentation (attentional bias) and long‐presentation (cue reactivity) trials in eight male pathological computer game players (PCGPs) and nine healthy controls (HCs). Computer game‐related and neutral computer‐generated pictures, as well as pictures from the International Affective Picture System with positive and neutral valence, served as stimuli. PCGPs showed an attentional bias toward both game‐related and affective stimuli with positive valence. In contrast, HCs showed no attentional bias effect at all. PCGPs showed stronger brain responses in short‐presentation trials compared with HCs in medial prefrontal cortex (MPFC) and anterior cingulate gyrus and in long‐presentation trials in lingual gyrus. In an exploratory post hoc functional connectivity analyses, for long‐presentation trials, connectivity strength was higher between right inferior frontal gyrus, which was associated with inhibition processing in previous studies, and cue reactivity‐related regions (left orbitofrontal cortex and ventral striatum) in PCGPs. We observed behavioral and neural effects in PCGPs, which are comparable with those found in substance‐related addiction. However, cue‐related brain responses were depending on duration of cue presentation. Together with the connectivity result, these findings suggest that top‐down inhibitory processes might suppress the cue reactivity‐related neural activity in long‐presentation trials.


The Journal of Neuroscience | 2014

Working Memory Load-Dependent Brain Response Predicts Behavioral Training Gains in Older Adults

Stephan Heinzel; Robert C. Lorenz; Wolf-Rüdiger Brockhaus; Norbert Kathmann; Andreas Heinz; Michael A. Rapp

In the domain of working memory (WM), a sigmoid-shaped relationship between WM load and brain activation patterns has been demonstrated in younger adults. It has been suggested that age-related alterations of this pattern are associated with changes in neural efficiency and capacity. At the same time, WM training studies have shown that some older adults are able to increase their WM performance through training. In this study, functional magnetic resonance imaging during an n-back WM task at different WM load levels was applied to compare blood oxygen level-dependent (BOLD) responses between younger and older participants and to predict gains in WM performance after a subsequent 12-session WM training procedure in older adults. We show that increased neural efficiency and capacity, as reflected by more “youth-like” brain response patterns in regions of interest of the frontoparietal WM network, were associated with better behavioral training outcome beyond the effects of age, sex, education, gray matter volume, and baseline WM performance. Furthermore, at low difficulty levels, decreases in BOLD response were found after WM training. Results indicate that both neural efficiency (i.e., decreased activation at comparable performance levels) and capacity (i.e., increasing activation with increasing WM load) of a WM-related network predict plasticity of the WM system, whereas WM training may specifically increase neural efficiency in older adults.


PLOS ONE | 2014

Positive association of video game playing with left frontal cortical thickness in adolescents

Simone Kühn; Robert C. Lorenz; Tobias Banaschewski; Gareth J. Barker; Christian Büchel; Patricia J. Conrod; Herta Flor; Hugh Garavan; Bernd Ittermann; Eva Loth; Karl Mann; Frauke Nees; Eric Artiges; Tomáš Paus; Marcella Rietschel; Michael N. Smolka; A Ströhle; Bernadetta Walaszek; Gunter Schumann; Andreas Heinz; Jürgen Gallinat

Playing video games is a common recreational activity of adolescents. Recent research associated frequent video game playing with improvements in cognitive functions. Improvements in cognition have been related to grey matter changes in prefrontal cortex. However, a fine-grained analysis of human brain structure in relation to video gaming is lacking. In magnetic resonance imaging scans of 152 14-year old adolescents, FreeSurfer was used to estimate cortical thickness. Cortical thickness across the whole cortical surface was correlated with self-reported duration of video gaming (hours per week). A robust positive association between cortical thickness and video gaming duration was observed in left dorsolateral prefrontal cortex (DLPFC) and left frontal eye fields (FEFs). No regions showed cortical thinning in association with video gaming frequency. DLPFC is the core correlate of executive control and strategic planning which in turn are essential cognitive domains for successful video gaming. The FEFs are a key region involved in visuo-motor integration important for programming and execution of eye movements and allocation of visuo-spatial attention, processes engaged extensively in video games. The results may represent the biological basis of previously reported cognitive improvements due to video game play. Whether or not these results represent a-priori characteristics or consequences of video gaming should be studied in future longitudinal investigations.


European Journal of Neuroscience | 2015

Chronic alcohol intake abolishes the relationship between dopamine synthesis capacity and learning signals in the ventral striatum

Lorenz Deserno; Anne Beck; Quentin J. M. Huys; Robert C. Lorenz; Ralph Buchert; Hans-Georg Buchholz; Michail Plotkin; Yoshitaka Kumakara; Paul Cumming; Hans-Jochen Heinze; Anthony A. Grace; Michael A. Rapp; Florian Schlagenhauf; Andreas Heinz

Drugs of abuse elicit dopamine release in the ventral striatum, possibly biasing dopamine‐driven reinforcement learning towards drug‐related reward at the expense of non‐drug‐related reward. Indeed, in alcohol‐dependent patients, reactivity in dopaminergic target areas is shifted from non‐drug‐related stimuli towards drug‐related stimuli. Such ‘hijacked’ dopamine signals may impair flexible learning from non‐drug‐related rewards, and thus promote craving for the drug of abuse. Here, we used functional magnetic resonance imaging to measure ventral striatal activation by reward prediction errors (RPEs) during a probabilistic reversal learning task in recently detoxified alcohol‐dependent patients and healthy controls (N = 27). All participants also underwent 6‐[18F]fluoro‐DOPA positron emission tomography to assess ventral striatal dopamine synthesis capacity. Neither ventral striatal activation by RPEs nor striatal dopamine synthesis capacity differed between groups. However, ventral striatal coding of RPEs correlated inversely with craving in patients. Furthermore, we found a negative correlation between ventral striatal coding of RPEs and dopamine synthesis capacity in healthy controls, but not in alcohol‐dependent patients. Moderator analyses showed that the magnitude of the association between dopamine synthesis capacity and RPE coding depended on the amount of chronic, habitual alcohol intake. Despite the relatively small sample size, a power analysis supports the reported results. Using a multimodal imaging approach, this study suggests that dopaminergic modulation of neural learning signals is disrupted in alcohol dependence in proportion to long‐term alcohol intake of patients. Alcohol intake may perpetuate itself by interfering with dopaminergic modulation of neural learning signals in the ventral striatum, thus increasing craving for habitual drug intake.


Human Brain Mapping | 2014

Reward anticipation in the adolescent and aging brain

Robert C. Lorenz; Tobias Gleich; Anne Beck; Lydia Pöhland; Diana Raufelder; Werner Sommer; Michael A. Rapp; Simone Kühn; Jürgen Gallinat

Processing of reward is the basis of adaptive behavior of the human being. Neural correlates of reward processing seem to be influenced by developmental changes from adolescence to late adulthood. The aim of this study is to uncover these neural correlates during a slot machine gambling task across the lifespan. Therefore, we used functional magnetic resonance imaging to investigate 102 volunteers in three different age groups: 34 adolescents, 34 younger adults, and 34 older adults. We focused on the core reward areas ventral striatum (VS) and ventromedial prefrontal cortex (VMPFC), the valence processing associated areas, anterior cingulate cortex (ACC) and insula, as well as information integration associated areas, dorsolateral prefrontal cortex (DLPFC), and inferior parietal lobule (IPL). Results showed that VS and VMPFC were characterized by a hyperactivation in adolescents compared with younger adults. Furthermore, the ACC and insula were characterized by a U‐shape pattern (hypoactivation in younger adults compared with adolescents and older adults), whereas the DLPFC and IPL were characterized by a J‐shaped form (hyperactivation in older adults compared with younger groups). Furthermore, a functional connectivity analysis revealed an elevated negative functional coupling between the inhibition‐related area rIFG and VS in younger adults compared with adolescents. Results indicate that lifespan‐related changes during reward anticipation are characterized by different trajectories in different reward network modules and support the hypothesis of an imbalance in maturation of striatal and prefrontal cortex in adolescents. Furthermore, these results suggest compensatory age‐specific effects in fronto‐parietal regions. Hum Brain Mapp 35:5153–5165, 2014.


Frontiers in Human Neuroscience | 2015

Video game training and the reward system

Robert C. Lorenz; Tobias Gleich; Jürgen Gallinat; Simone Kühn

Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.


Human Brain Mapping | 2015

Interactions between glutamate, dopamine, and the neuronal signature of response inhibition in the human striatum

Robert C. Lorenz; Tobias Gleich; Ralph Buchert; Florian Schlagenhauf; Simone Kühn; Jürgen Gallinat

Response inhibition is a basic mechanism in cognitive control and dysfunctional in major psychiatric disorders. The neuronal mechanisms are in part driven by dopamine in the striatum. Animal data suggest a regulatory role of glutamate on the level of the striatum. We used a trimodal imaging procedure of the human striatum including F18‐DOPA positron emission tomography, proton magnetic resonance spectroscopy, and functional magnetic resonance imaging of a stop signal task. We investigated dopamine synthesis capacity and glutamate concentration in vivo and their relation to functional properties of response inhibition. A mediation analysis revealed a significant positive association between dopamine synthesis capacity and inhibition‐related neural activity in the caudate nucleus. This relationship was significantly mediated by striatal glutamate concentration. Furthermore, stop signal reaction time was inversely related to striatal activity during inhibition. The data show, for the first time in humans, an interaction between dopamine, glutamate, and the neural signature of response inhibition in the striatum. This finding stresses the importance of the dopamine–glutamate interaction for behavior and may facilitate the understanding of psychiatric disorders characterized by impaired response inhibition. Hum Brain Mapp 36:4031–4040, 2015.


Brain Structure & Function | 2015

Frontal glutamate and reward processing in adolescence and adulthood

Tobias Gleich; Robert C. Lorenz; Lydia Pöhland; Diana Raufelder; Lorenz Deserno; Anne Beck; Andreas Heinz; Simone Kühn; Jürgen Gallinat

The fronto-limbic network interaction, driven by glutamatergic and dopaminergic neurotransmission, represents a core mechanism of motivated behavior and personality traits. Reward seeking behavior undergoes tremendous changes in adolescence paralleled by neurobiological changes of this network including the prefrontal cortex, striatum and amygdala. Since fronto-limbic dysfunctions also underlie major psychiatric diseases beginning in adolescence, this investigation focuses on network characteristics separating adolescents from adults. To investigate differences in network interactions, the brain reward system activity (slot machine task) together with frontal glutamate concentration (anterior cingulate cortex, ACC) was measured in 28 adolescents and 26 adults employing functional magnetic resonance imaging and magnetic resonance spectroscopy, respectively. An inverse coupling of glutamate concentrations in the ACC and activation of the ventral striatum was observed in adolescents. Further, amygdala response in adolescents was negatively correlated with the personality trait impulsivity. For adults, no significant associations of network components or correlations with impulsivity were found. The inverse association between frontal glutamate concentration and striatal activation in adolescents is in line with the triadic model of motivated behavior stressing the important role of frontal top–down inhibition on limbic structures. Our data identified glutamate as the mediating neurotransmitter of this inhibitory process and demonstrates the relevance of glutamate on the reward system and related behavioral traits like impulsivity. This fronto-limbic coupling may represent a vulnerability factor for psychiatric disorders starting in adolescence but not in adulthood.

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Diana Raufelder

Free University of Berlin

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