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电子游戏机玩家中问题赌徒与非问题赌徒在主观唤醒和情感效价方面的差异。

Differences between problem and nonproblem gamblers in subjective arousal and affective valence amongst electronic gaming machine players.

作者信息

Brown Stephen L, Rodda Simone, Phillips James G

机构信息

Department of Psychology, University of Central Lancashire, Preston PR1 2HE, UK.

出版信息

Addict Behav. 2004 Dec;29(9):1863-7. doi: 10.1016/j.addbeh.2004.03.030.

Abstract

Arousal-based theories of gambling suggest that excitement gained from gambling reinforces further gambling behavior. However, recent theories of emotion conceptualize mood as comprising both arousal and valence dimensions. Thus, excitement comprises arousal with positive valence. We examined self-reported changes in arousal and affective valence in 27 problem and 40 nonproblem gamblers playing electronic gaming machines (EGMs). Problem gamblers reported greater arousal increases after gambling and increases in negative valence if they lost. This accords poorly with an excitement-based explanation of problem gambling.

摘要

基于唤醒的赌博理论表明,赌博带来的兴奋感会强化进一步的赌博行为。然而,最近的情绪理论将情绪概念化为包含唤醒和效价两个维度。因此,兴奋包括具有正效价的唤醒。我们研究了27名问题赌徒和40名非问题赌徒在玩电子游戏机(EGM)时自我报告的唤醒和情感效价的变化。问题赌徒报告称,赌博后唤醒增加更多,如果输了,负效价也会增加。这与基于兴奋的问题赌博解释不太相符。

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