Jeromin Franziska, Nyenhuis Nele, Barke Antonia
Philipps-University , Marburg, Germany.
Paracelsus-Roswitha-Klinik , Bad Gandersheim, Germany.
J Behav Addict. 2016 Mar;5(1):32-40. doi: 10.1556/2006.5.2016.012.
Background and aims Internet Gaming Disorder is included in the Diagnostic and statistical manual of mental disorders (5 edition) as a disorder that merits further research. The diagnostic criteria are based on those for Substance Use Disorder and Gambling Disorder. Excessive gamblers and persons with Substance Use Disorder show attentional biases towards stimuli related to their addictions. We investigated whether excessive Internet gamers show a similar attentional bias, by using two established experimental paradigms. Methods We measured reaction times of excessive Internet gamers and non-gamers (N = 51, 23.7 ± 2.7 years) by using an addiction Stroop with computer-related and neutral words, as well as a visual probe with computer-related and neutral pictures. Mixed design analyses of variance with the between-subjects factor group (gamer/non-gamer) and the within-subjects factor stimulus type (computer-related/neutral) were calculated for the reaction times as well as for valence and familiarity ratings of the stimulus material. Results In the addiction Stroop, an interaction for group × word type was found: Only gamers showed longer reaction times to computer-related words compared to neutral words, thus exhibiting an attentional bias. In the visual probe, no differences in reaction time between computer-related and neutral pictures were found in either group, but the gamers were faster overall. Conclusions An attentional bias towards computer-related stimuli was found in excessive Internet gamers, by using an addiction Stroop but not by using a visual probe. A possible explanation for the discrepancy could lie in the fact that the visual probe may have been too easy for the gamers.
背景与目的 网络成瘾障碍被纳入《精神疾病诊断与统计手册》(第5版),作为一种值得进一步研究的障碍。其诊断标准基于物质使用障碍和赌博障碍的标准。过度赌博者和物质使用障碍患者对与其成瘾相关的刺激表现出注意偏向。我们通过使用两种既定的实验范式,研究了过度网络游戏玩家是否表现出类似的注意偏向。方法 我们使用包含与计算机相关词汇和中性词汇的成瘾性Stroop任务,以及包含与计算机相关图片和中性图片的视觉探测任务,测量了过度网络游戏玩家和非游戏玩家(N = 51,年龄23.7±2.7岁)的反应时间。对反应时间以及刺激材料的效价和熟悉度评分进行了混合设计方差分析,其中被试间因素为组别(游戏玩家/非游戏玩家),被试内因素为刺激类型(与计算机相关/中性)。结果 在成瘾性Stroop任务中,发现了组别×词汇类型的交互作用:与中性词汇相比,只有游戏玩家对与计算机相关的词汇表现出更长的反应时间,从而表现出注意偏向。在视觉探测任务中,两组中与计算机相关图片和中性图片的反应时间均无差异,但游戏玩家总体上反应更快。结论 通过使用成瘾性Stroop任务,而非视觉探测任务,发现过度网络游戏玩家对与计算机相关的刺激存在注意偏向。这种差异的一个可能解释是,视觉探测任务对游戏玩家来说可能太简单了。