Internet gaming disorder

网络游戏障碍
  • 文章类型: Journal Article
    背景:游戏障碍(GD)是国际疾病分类中的新官方诊断,第11次修订,随着它的认可,为这种情况提供治疗的必要性已经变得显而易见。需要更多关于这组患者所需的治疗类型的知识。
    目的:本研究旨在评估基于认知行为疗法和家庭治疗的新型基于模块的GD心理治疗的有效性和可接受性。
    方法:本研究是一项非随机干预研究,进行预测试,后测,和3个月的后续设计。它将评估GD症状的变化,心理困扰,和游戏时间,除了治疗满意度,工作联盟,以及对患者和亲属治疗经验的定性探索。
    结果:这项研究于2022年3月开始,预计招募将于2024年8月结束。
    结论:这项研究评估了有问题的游戏行为和GD患者的心理治疗的有效性和可接受性。这是一项有效性试验,将在常规护理中进行。这项研究将具有很高的外部有效性,并确保结果与精神病合并症的不同临床人群相关。
    背景:ClinicalTrials.govNCT06018922;https://clinicaltrials.gov/study/NCT06018922。
    DERR1-10.2196/56315。
    BACKGROUND: Gaming disorder (GD) is a new official diagnosis in the International Classification of Diseases, 11th Revision, and with its recognition, the need to offer treatment for the condition has become apparent. More knowledge is needed about the type of treatment needed for this group of patients.
    OBJECTIVE: This study aims to evaluate the effectiveness and acceptability of a novel module-based psychological treatment for GD based on cognitive behavioral therapy and family therapy.
    METHODS: This study is a nonrandomized intervention study, with a pretest, posttest, and 3-month follow-up design. It will assess changes in GD symptoms, psychological distress, and gaming time, alongside treatment satisfaction, working alliance, and a qualitative exploration of patients\' and relatives\' experiences of the treatment.
    RESULTS: This study started in March 2022 and the recruitment is expected to close in August 2024.
    CONCLUSIONS: This study evaluates the effectiveness and acceptability of a psychological treatment for patients with problematic gaming behavior and GD. It is an effectiveness trial and will be conducted in routine care. This study will have high external validity and ensure that the results are relevant for a diverse clinical population with psychiatric comorbidity.
    BACKGROUND: ClinicalTrials.gov NCT06018922; https://clinicaltrials.gov/study/NCT06018922.
    UNASSIGNED: DERR1-10.2196/56315.
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  • 文章类型: Journal Article
    本研究旨在适应和验证波兰样本中的网络游戏渴望量表(CIGS)的心理测量特性。渴望,虽然观察到与互联网游戏障碍显著相关,目前不包括在其诊断标准中。这项研究解决了在这种特殊情况下测量渴望的需要。
    这项研究涉及575名参与者。心理测量分析,包括验证性因素分析,进行评估CIGS的信度和效度。附加刻度,如游戏转移现象量表,在线游戏问卷的动机,和抑郁焦虑压力量表,用于并发有效性分析。
    研究结果表明,CIGS的波兰适应具有出色的心理测量特性。它在内部一致性方面表现出很高的可靠性,并为结构效度提供了证据。此外,它与有问题的视频游戏使用和游戏成瘾相关的各种尺度呈正相关,同时也与自我控制呈中度负相关。
    我们的研究结果表明,CIGS在不同的文化中保留了其心理测量特性,使其成为理解互联网游戏障碍背景下的渴望的有价值的工具。未来的研究应集中在CIGS对各种文化环境的适应以及对潜在群体间差异的探索上。
    UNASSIGNED: This study aims to adapt and verify the psychometric properties of the Craving for Internet Gaming Scale (CIGS) in a Polish sample. Craving, although observed as significantly associated with Internet Gaming Disorder, is not currently included in its diagnostic criteria. This research addresses the need for scales to measure craving in this particular context.
    UNASSIGNED: The research involved a sample of 575 participants. Psychometric analysis, including confirmatory factor analysis, was conducted to assess the CIGS\' reliability and validity. Additional scales, such as the Game Transfer Phenomena Scale, Motives for Online Gaming Questionnaire, and the Depression Anxiety Stress Scales, were used for concurrent validity analysis.
    UNASSIGNED: The study results demonstrate the excellent psychometric properties of the Polish adaptation of the CIGS. It showed high reliability in terms of internal consistency and provided evidence for construct validity. Furthermore, it exhibited a positive correlation with various scales associated with problematic video game use and gaming addiction, while also showing a moderate negative correlation with self-control.
    UNASSIGNED: Our findings suggest that the CIGS retains its psychometric properties in different cultures, making it a valuable instrument for comprehending craving within the context of Internet gaming disorder. Future research should focus on the adaptation of the CIGS to various cultural settings and the exploration of potential intergroup differences.
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  • 文章类型: Journal Article
    目的:先前的研究已经探索了与互联网游戏障碍(IGD)和社交媒体成瘾(SMA)相关的各种精神障碍。迄今为止,很少有研究关注网络特征,并在群体特异性水平上调查了青春期SMA和IGD的情绪和睡眠症状.本研究旨在确定IGD和SMA的不同特征,并进一步确定青少年群体特定的精神病理学过程。
    方法:我们进行了一项横断面研究,招募了7246名青少年,他们的得分通过了互联网游戏障碍量表的分界点-简表和卑尔根社交媒体成瘾量表,按IGD和SMA分组,或以其他方式进入控制组。患者健康问卷-9,广泛性焦虑症7项,匹兹堡睡眠质量指数进行了评估,所有评估项目均采用网络分析法进行调查.
    结果:根据分析程序,参与者分为三组,IGD组(n=789),SMA组(n=713)和对照组(n=5,744)。边缘权重自举分析表明,不同的网络组达到一定的精度,三组的网络结构有统计学差异(pcontrol-IGD=0.004,pcontrol-SMA<0.001,pIGD-SMA<0.001)。SMA的核心症状是“情绪低落,沮丧,或绝望,“而IGD“感到疲倦或精力不足”。
    结论:虽然IGD和SMA都是网络成瘾的亚型,IGD和SMA的精神病理学过程是不同的。处理IGD和SMA时,应该解决不同的症状。
    OBJECTIVE: Previous research has explored a variety of mental disorders associated with Internet Gaming Disoder (IGD) and Social Media Addiction (SMA). To date, few studies focused on the network characteristics and investigated mood and sleep symptoms across SMA and IGD of adolescence at a group-specific level. This study aims to identify different characteristics of IGD and SMA and further determine the group-specific psychopathology process among adolescents.
    METHODS: We conducted a cross-sectional study to recruit a cohort of 7,246 adolescents who were scored passing the cutoff point of Internet Gaming Disorder Scale-Short Form and Bergen Social Media Addiction Scale, as grouped in IGD and SMA, or otherwise into the control group. Patient Health Questionnaire-9, Generalized Anxiety Disorder 7-item, and Pittsburgh Sleep Quality Index were assessed for the current study, and all assessed items were investigated using network analysis.
    RESULTS: Based on the analytical procedure, the participants were divided into three groups, the IGD group (n=789), SMA group (n=713) and control group (n=5,744). The edge weight bootstrapping analysis shows that different groups of networks reach certain accuracy, and the network structures of the three groups are statistically different (pcontrol-IGD=0.004, pcontrol-SMA<0.001, pIGD-SMA<0.001). The core symptom of SMA is \"feeling down, depressed, or hopeless\", while IGD is \"feeling tired or having little energy\".
    CONCLUSIONS: Although IGD and SMA are both subtypes of internet addiction, the psychopathology processes of IGD and SMA are different. When dealing with IGD and SMA, different symptoms should be addressed.
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  • 文章类型: Journal Article
    目标:随着互联网游戏的持续增长,互联网游戏障碍(IGD)的脆弱性也在增加。可卡因和苯丙胺调节转录物(CART)是一种在奖励中起作用的激素,焦虑,和压力。这项研究的目的是确定CART在IGD病理生理中的作用。
    方法:采用酶联免疫吸附法测定血清CART水平,并分析了IGD患者(n=31)和健康对照(HC)患者(n=42)血清CART水平与心理变量的关系。
    结果:IGD组血清CART水平明显低于HC组。IGD组在抑郁心理领域得分明显高于HC组,焦虑,行为激活系统和行为抑制系统中的奖励反应。IGD组血清CART水平与其他心理变量之间没有显着相关性。
    结论:我们的结果表明,血清CART表达水平的降低与IGD的易损性有关。这项研究支持CART是IGD病理生理学中的生物标志物的可能性。
    OBJECTIVE: Vulnerability to internet gaming disorder (IGD) has increased as internet gaming continues to grow. Cocaine- and amphetamine-regulated transcript (CART) is a hormone that plays a role in reward, anxiety, and stress. The purpose of this study was to identify the role of CART in the pathophysiology of IGD.
    METHODS: The serum CART levels were measured by enzyme-linked immunosorbent assay, and the associations of the serum CART level with psychological variables were analyzed in patients with IGD (n=31) and healthy controls (HC) (n=42).
    RESULTS: The serum CART level was significantly lower in the IGD than HC group. The IGD group scored significantly higher than the HC group on the psychological domains of depression, anxiety, the reward response in the Behavioral Activation System and Behavioral Inhibition System. There were no significant correlations between serum CART level and other psychological variables in the IGD group.
    CONCLUSIONS: Our results indicate that a decrease in the expression of the serum CART level is associated with the vulnerability of developing IGD. This study supports the possibility that CART is a biomarker in the pathophysiology of IGD.
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  • 文章类型: Journal Article
    背景:网络游戏障碍(IGD)已在全球范围内日益普遍,并被认为是一个重要的公共卫生问题,因为它对个人的心理和身体健康产生了负面影响,社会关系,学业成绩和整体幸福感。虽然IGD的研究在过去十年中获得了巨大的势头,这种疾病背后的神经底物尚不清楚.本研究旨在使用并发功能近红外光谱(fNIRS)和脑电图(EEG)混合系统研究IGD男性受试者的静息态皮层激活。
    方法:22名男性IGD患者(18-23岁)和22名男性健康,年龄匹配的健康对照纳入研究.使用fNIRS和EEG分别测量前额叶皮层(PFC)的平均氧合和整个头部神经活动,在休息状态下睁眼和闭眼的情况下。利用小波变换将脑电信号分解为不同的子频带,然后分析每个波段内的功率谱密度。使用多通道fNIRS系统测量PFC的平均氧合。
    结果:结果显示,与对照组相比,患有IGD的个体在额叶区域的β功率明显更高。与健康对照相比,患有IGD的个体显示显著增加的PFC氧合。此外,额叶β功率和PFC氧合与IGD严重程度显著相关.然而,在氧合和β功率之间没有观察到显著的相关性.
    结论:本研究首次使用多模式EEG-fNIRS系统在年轻IGD患者中检查静息态皮层激活。此外,它为理解IGD的潜在神经机制提供了重要贡献,并为使用多模式EEG-fNIRS系统进行疾病的诊断和干预提供了新的见解。进一步的研究应旨在使用更大,更具文化多样性的样本来复制本研究的发现,以支持IGD的神经生理学基础。
    BACKGROUND: Internet gaming disorder (IGD) has become increasingly prevalent worldwide and is recognized as a significant public health concern because of its negative consequences on individuals mental and physical health, social relationships, academic performance and overall well-being. While research on IGD has gained significant momentum in the past decade, the neural substrates underlying this disorder remains unclear. This study aims to investigate resting-state cortical activation in male subjects with IGD using a concurrent functional near infrared spectroscopy (fNIRS) and electroencephalography (EEG) hybrid system.
    METHODS: Twenty-two male individuals with IGD (18-23 years old) and twenty-two male healthy, age-matched healthy controls were included in the study. Mean oxygenation of the prefrontal cortex (PFC) and whole head neural activity were measured using fNIRS and EEG respectively, during eyes-open and eyes-closed conditions at the resting state. EEG signals were decomposed into distinct frequency sub-bands with wavelet transform, followed by the analysis of the power spectral density within each band. Mean oxygenation of PFC is measured using a multichannel fNIRS system.
    RESULTS: Results revealed that the individuals with IGD had significantly higher beta power in the frontal region compared to the control group. Individuals with IGD showed significantly increased PFC oxygenation compared to healthy controls. Additionally, both frontal beta power and PFC oxygenation were significantly correlated with IGD severity. However, there were no significant correlations observed between oxygenation and beta powers.
    CONCLUSIONS: This study is the first to examine resting-state cortical activation using multimodal EEG-fNIRS system in young adults with IGD. Moreover, it provides an important contribution to the understanding of the underlying neural mechanisms of IGD and offer new insights for the diagnosis and intervention of the disorder using multimodal EEG-fNIRS system. Further studies should aim to replicate the findings of this study using a larger and more culturally diverse sample to support the neurophysiological basis of IGD.
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  • 文章类型: Journal Article
    目前,在心理学领域,对电子竞技的研究正在增长。在吸引兴趣的不同变量中-包括与表现相关的压力或心理因素-一种被称为倾斜的新兴概念在文献中越来越突出。然而,这一结构尚未实施或定义。因此,本研究旨在通过定义和概念化TILT,同时设计和验证问卷来衡量电子竞技玩家的结构,从而解决这一差距。研究的初始阶段包括对职业球员进行的27次访谈(n=6),半专业人员(n=8),业余爱好者(n=8),和教练(n=5)来表征倾斜的概念。经过这些采访,制定了倾斜的定义,由五名运动心理学和电子竞技专家组成的小组提出了一套全面的53个项目。共有488名参与者(278名男性,210名女性),18-50岁(平均年龄=26.9岁,SD=7.57),完成了调查,包括53个倾斜项目,测量有毒行为的问卷,和互联网游戏障碍量表简表(IGDS9-SF)。倾斜构造的主要特征是沮丧升级为愤怒的状态,导致性能下降,注意,反复出现关于错误的负面想法。它的发作通常与紧张的情况相吻合,坚持约30分钟。通过探索性因素分析(EFA),保留了18个项目,并将其分为两个因素:倾斜的原因(7个项目)和后果(11个项目)。整个问卷得出的Cronbach'sα为0.922,第一个和第二个因素的值分别为0.854和0.890。验证性因子分析(CFA)显示了2因素解决方案的可接受拟合。与相关结构的相关性,如毒性行为和IGD,提供了外部有效性的初步证据。倾斜量表的有效性和内部一致性的经验证据是稳健的,表明其在未来电子竞技玩家心理体验研究中的潜在效用。
    Currently, the study of esports is growing within the field of psychology. Among the different variables attracting interest - including stress or psychological factors associated with performance - an emerging concept known as tilt is gaining prominence in the literature. However, this construct has yet to be operationalized or defined. Thus, the present study aims to address this gap by defining and conceptualizing TILT while devising and validating a questionnaire to measure the construct in esports players. The initial phase of the study comprised 27 interviews conducted with professional players (n = 6), semi-professionals (n = 8), amateurs (n = 8), and coaches (n = 5) to characterize the concept of tilt. Following these interviews, a definition of tilt was formulated, and a panel of five experts in sports psychology and esports proposed a comprehensive set of 53 items. A total of 488 participants (278 males, 210 females), aged 18-50 (mean age = 26.9 years, SD = 7.57), completed the survey, including the 53 tilt items, a questionnaire measuring toxic behavior, and the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). The tilt construct is primarily characterized as a state of frustration escalating into anger, resulting in diminished performance, attention, and recurring negative thoughts about errors. Its onset typically coincides with stressful situations, persisting for approximately 30 min. Through an Exploratory Factor Analysis (EFA), 18 items were retained and categorized into two factors: Causes (7 Items) and Consequences (11 Items) of tilt. The entire questionnaire yielded a Cronbach\'s α of 0.922, with the first and second factors showing values of 0.854 and 0.890, respectively. Confirmatory factor analysis (CFA) revealed an acceptable fit for the 2-factor solution. Correlations with related constructs, such as Toxic Behavior and IGD, provided preliminary evidence of external validity. Empirical evidence for the validity and internal consistency of the Tilt Scale is robust, indicating its potential utility in future research on the psychological experiences of esports players.
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  • 文章类型: Journal Article
    随着电子游戏越来越受欢迎,也有报道称,一部分人玩游戏的方式会对他们的生活造成负面影响,这导致提议将互联网游戏障碍(IGD)纳入正式的心理健康诊断。鉴于电子游戏的大规模普及,至关重要的是,针对这种拟议的疾病的筛查材料必须足够敏感,以确保识别遭受伤害的个人,而那些不这样做的人也不会被贴错标签。在这里,我们研究了参与者对典型的IGD问卷的回答预测可能与伤害相关的学术行为的程度。我们招募了42名大学生,在一个学期的过程中每周跟踪他们的游戏和学习习惯,特别注意参与者有或没有考试的几周。我们预测,总体而言,大学生在考试时将花费更少的时间与视频游戏互动,而花费更多的时间与学者互动,但这种调制在具有更多初始IGD症状的个体中会更小(即,“更多IGD症状”组,与“更少的IGD症状”组相比,会显示失控)。我们没有发现大学生在考试时花在电子游戏上的时间更少,花在学者上的时间更多,但事后效应大小分析表明,我们的研究效力不足.讨论了使用这种方法的潜在结果的含义,并提供了强大的样本量估计。
    As video game play has increased in popularity, so too have reports that a subset of individuals play games in a way that causes negative consequences to their lives, which has resulted in the proposed inclusion of Internet Gaming Disorder (IGD) as a formal mental health diagnosis. Given the mass popularity of video games, it is critical that screening materials for this proposed disorder are sufficiently sensitive to ensure that individuals who suffer harm are identified, while those who do not are not mislabeled as such. Here we examined the extent to which participants\' responses to a typical IGD questionnaire predicted academic behaviors that could be associated with harm. We recruited 42 college students and tracked their gaming and studying habits weekly over the course of one semester, taking particular note of weeks in which participants did or did not have exams. We predicted that college students overall would spend less time engaging with video games and more time with academics when they had exams, but such modulations would be smaller among individuals with more initial IGD symptoms (i.e., the \"more IGD symptoms\" group, as compared to the \"fewer IGD symptoms\" group, would show loss of control). We did not find that college students overall spent less time engaging with video games and more time with academics when they had exams, but post-hoc effect size analyses indicated that our study was underpowered. Implications of potential results using this methodology are discussed and estimates of powerful sample sizes are provided.
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  • 文章类型: Journal Article
    互联网游戏障碍(IGD)促使人们询问先前游戏回合的反馈如何影响随后的冒险行为和潜在的神经机制。42名参与者,包括15个IGD和27个健康控制(HC),经历了一项连续的冒险任务。采用层次贝叶斯模型来衡量风险倾向,行为一致性,以及上次审判的情感评分。同时进行脑电图和功能近红外光谱(EEG-fNIRS)记录以证明何时,上一轮反馈在哪里以及如何影响下一轮的决策。我们发现,与HC相比,IGD说明了更高的冒险倾向,由计算模型(p=0.028)表明。EEG结果还显示,在输掉比赛后,IGD和HC之间的单变量和多变量模式分析存在显着时间窗口差异。Further,与对照组相比,在IGD中检测到任务期间前额叶皮层的大脑激活减少。这些发现强调了理解IGD中异常决策过程的重要性,并为旨在解决这种行为成瘾的未来干预措施和治疗提出了潜在的含义。
    Internet gaming disorder (IGD) prompts inquiry into how feedback from prior gaming rounds influences subsequent risk-taking behavior and potential neural mechanisms. Forty-two participants, including 15 with IGD and 27 health controls (HCs), underwent a sequential risk-taking task. Hierarchy Bayesian modeling was adopted to measure risky propensity, behavioral consistence, and affection by emotion ratings from last trial. Concurrent electroencephalogram and functional near-infrared spectroscopy (EEG-fNIRS) recordings were performed to demonstrate when, where and how the previous-round feedback affects the decision making to the next round. We discovered that the IGD illustrated heightened risk-taking propensity as compared to the HCs, indicating by the computational modeling (p = 0.028). EEG results also showed significant time window differences in univariate and multivariate pattern analysis between the IGD and HCs after the loss of the game. Further, reduced brain activation in the prefrontal cortex during the task was detected in IGD as compared to that of the control group. The findings underscore the importance of understanding the aberrant decision-making processes in IGD and suggest potential implications for future interventions and treatments aimed at addressing this behavioral addiction.
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  • 文章类型: Journal Article
    人们通常以自我服务偏见为特征,这种偏见描述了将积极结果或成功归因于内部或个人原因(自我增强动机)并将负面结果或失败归因于外部或情境原因(自我保护动机)的趋势。已经发现,具有低自尊和高抑郁的互联网游戏障碍(IGD)的个体表现出减弱的自我服务偏见。然而,自尊之间的关系,抑郁和自我服务偏见没有被清楚地识别。
    138名IGD参与者的样本完成了自尊和抑郁量表以及因果归因任务(研究1),以检查自尊之间的关系,抑郁和自我服务偏见(自我增强和自我保护)。在后续研究2中,招募了28名IGD参与者进行自我肯定干预,该干预可以肯定一个人的整体自我观并增强自尊,以探讨自我肯定是否会引起抑郁的减少和自我服务偏见的增加。
    研究1的路径分析结果表明,自我服务偏差是由自尊和抑郁来预测的,抑郁在自尊和自我服务偏见之间起中介作用。研究2的结果表明,IGD参与者报告了更高的自尊,与确认其他操纵相比,确认自我操纵后的抑郁更低,并且从事更多的自我保护动机。
    这些发现表明,自尊通过抑郁预测自我服务偏见,自我肯定可能引发自尊的增加,进一步降低IGD患者的抑郁并改善自我服务偏见。本文清楚地确定了这些因素之间的关系,并提供了一种新的方法来促进IGD患者的积极自我概念。未来的研究有必要探索自我肯定在教育领域的持久利益,不同人群中IGD个体的关系和博弈退出。
    UNASSIGNED: People are generally characterized by a self-serving bias which describes the tendency to ascribe positive outcomes or success to internal or personal causes (self-enhancement motivation) and ascribe negative outcomes or failure to external or situational causes (self-protection motivation). It has been found that the individuals with internet gaming disorder (IGD) who have low self-esteem and high depression exhibit an attenuated self-serving bias. However, the relationships among self-esteem, depression and self-serving bias are not clearly identified.
    UNASSIGNED: A sample of 138 IGD participants completed self-esteem and depression scales and a causal attribution task (Study 1) to examine the relationships among self-esteem, depression and self-serving bias (both self-enhancement and self-protection). In follow-up Study 2, 28 IGD participants were recruited to undertake self-affirmation intervention which can affirm one\'s sense of global self-view and bolster self-esteem to explore whether self-affirmation would trigger a reduction of depression and a raise of self-serving bias.
    UNASSIGNED: The results of path analysis in Study 1 showed that the self-serving bias was predicted by self-esteem and depression, and the depression played a mediating role between self-esteem and self-serving bias. The results of Study 2 showed that the IGD participants reported higher self-esteem, lower depression and engaged in more self-protection motivation after affirming-self manipulation as compared with affirming-other manipulation.
    UNASSIGNED: These findings suggest that self-esteem predicts self-serving bias through depression and self-affirmation could trigger an increase of self-esteem, further decrease depression and improve self-serving bias for the individuals with IGD. The present article clearly identified the relationships among these factors and provided a new approach to promote positive self-concept in individuals with IGD. Future research is warranted to explore the lasting benefits of self-affirmation on domains of education, relationships and gaming withdrawal for the individuals with IGD among different populations.
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  • 文章类型: Journal Article
    在网络游戏障碍(IGD)中已观察到奖励处理功能障碍和抑制控制不足。然而,目前尚不清楚以前的强化学习是否依赖于奖励/惩罚反馈对IGD认知抑制控制的影响。本研究通过行为实验的方法比较了IGD组和没有游戏经验的健康人在概率选择任务和随后的停止信号任务中的差异,为了探讨IGD组的奖励学习能力是否受损。我们还讨论了先前的奖励学习对随后的抑制控制的影响。结果表明:(1)在奖励学习阶段,IGD组的准确性明显低于对照组;(2)与对照组相比,IGD组的反应时间在转移阶段较长;(3)对于奖励学习后的抑制控制阶段的不进行试验,IGD组奖赏相关刺激的准确性低于惩罚相关或中性刺激,但对照组三种条件之间没有显着差异。这些发现表明IGD组的强化学习能力受损,这进一步导致了对强化刺激的异常反应。
    Reward processing dysfunction and inhibition control deficiency have been observed in Internet gaming disorder (IGD). However, it is still unclear whether the previous reinforcement learning depends on reward/punishment feedback influences on the cognitive inhibitory control of IGD. This study compared the differences between an IGD group and healthy people without game experiences in the probability selection task and the subsequent stop signal task by the method of behavioral experiments, in order to explore whether the reward learning ability is impaired in the IGD group. We also discuss the influence of previous reward learning on subsequent inhibition control. The results showed that (1) during the reward learning phase, the IGD group\'s accuracy was significantly lower than that of the control group; (2) compared with the control group, the IGD group\'s reaction times were longer in the transfer phase; (3) for no-go trials of the inhibitory control phase after reward learning, the accuracy of the reward-related stimulation in the IGD group was lower than that of punishment-related or neutral stimulation, but there was no significant difference among the three conditions in the control group. These findings indicated that the reinforcement learning ability of the IGD group was impaired, which further caused the abnormal response to reinforcement stimuli.
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