Rabinovitz Sharon, Nagar Maayan
1 School of Criminology, University of Haifa , Haifa, Israel .
2 Department of Criminology, Bar-Ilan University , Ramat-Gan, Israel .
Cyberpsychol Behav Soc Netw. 2015 Oct;18(10):581-7. doi: 10.1089/cyber.2015.0173. Epub 2015 Sep 18.
Cognitive biases have previously been recognized as key mechanisms that contribute to the development, maintenance, and relapse of addictive behaviors. The same mechanisms have been recently found in problematic computer gaming. The present study aims to investigate whether excessive massively multiplayer online role-playing gamers (EG) demonstrate an approach bias toward game-related cues compared to neutral stimuli; to test whether these automatic action tendencies can be implicitly modified in a single session training; and to test whether this training affects game urges and game-seeking behavior. EG (n=38) were randomly assigned to a condition in which they were implicitly trained to avoid or to approach gaming cues by pushing or pulling a joystick, using a computerized intervention (cognitive bias modification via the Approach Avoidance Task). EG demonstrated an approach bias for gaming cues compared with neutral, movie cues. Single session training significantly decreased automatic action tendencies to approach gaming cues. These effects occurred outside subjective awareness. Furthermore, approach bias retraining reduced subjective urges and intentions to play, as well as decreased game-seeking behavior. Retraining automatic processes may be beneficial in changing addictive impulses in EG. Yet, large-scale trials and long-term follow-up are warranted. The results extend the application of cognitive bias modification from substance use disorders to behavioral addictions, and specifically to Internet gaming disorder. Theoretical implications are discussed.
认知偏差先前已被确认为导致成瘾行为的发展、维持和复发的关键机制。最近在有问题的电脑游戏中也发现了同样的机制。本研究旨在调查与中性刺激相比,过度的大型多人在线角色扮演游戏玩家(EG)是否对与游戏相关的线索表现出趋近偏差;测试这些自动行动倾向是否能在单次训练中被隐性改变;以及测试这种训练是否会影响游戏冲动和寻求游戏行为。38名EG被随机分配到一个条件中,通过使用计算机化干预(通过趋近-回避任务进行认知偏差修正),即通过推动或拉动操纵杆来隐性训练他们避免或趋近游戏线索。与中性的电影线索相比,EG对游戏线索表现出趋近偏差。单次训练显著降低了趋近游戏线索的自动行动倾向。这些效应发生在主观意识之外。此外,趋近偏差再训练减少了玩游戏的主观冲动和意图,以及减少了寻求游戏行为。再训练自动过程可能有助于改变EG的成瘾冲动。然而,需要进行大规模试验和长期随访。研究结果将认知偏差修正的应用从物质使用障碍扩展到行为成瘾,特别是网络游戏障碍。并讨论了其理论意义。