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电子游戏玩家的延迟折扣:不同玩家群体的时间跨度比较。

Delay Discounting of Video Game Players: Comparison of Time Duration Among Gamers.

作者信息

Buono Frank D, Sprong Matthew E, Lloyd Daniel P, Cutter Christopher J, Printz Destiny M B, Sullivan Ryan M, Moore Brent A

机构信息

1 Department of Psychiatry, Yale School of Medicine , New Haven, Connecticut.

2 Apt Foundation, New Haven, Connecticut.

出版信息

Cyberpsychol Behav Soc Netw. 2017 Feb;20(2):104-108. doi: 10.1089/cyber.2016.0451. Epub 2017 Jan 24.

DOI:10.1089/cyber.2016.0451
PMID:28118044
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC5312545/
Abstract

Video game addiction or Internet game disorder, as proposed by the DSM-5 (Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition), has similar criterion characteristics to other impulse control disorders. There is limited research examining video game addiction within a behavioral economic framework using delay discounting. The current study evaluated delay-discounting patterns of money and video game play by usual weekly hours of video game play. A total of 104 participants were split into 1 of 3 groups of video game players (low, medium, and high) and were asked to complete a monetary and video game discounting procedure through an online survey. Results showed significant differences between groups within both the monetary (p = 0.003) and video game discounting procedures (p = 0.004). Additionally, a positive linear relationship was noted between the groups across both procedures. The results of the current article reinforce previous findings that more hours of video game use are associated with greater impulsivity and provide implications for future research.

摘要

《精神疾病诊断与统计手册(第五版)》(DSM - 5)中提出的电子游戏成瘾或网络游戏障碍,与其他冲动控制障碍具有相似的标准特征。在行为经济学框架内,使用延迟折扣来研究电子游戏成瘾的研究有限。本研究通过通常每周玩电子游戏的时长,评估了金钱和电子游戏玩法的延迟折扣模式。总共104名参与者被分为3组电子游戏玩家(低、中、高)中的一组,并被要求通过在线调查完成金钱和电子游戏折扣程序。结果显示,在金钱(p = 0.003)和电子游戏折扣程序(p = 0.004)中,各组之间均存在显著差异。此外,在两个程序中,各组之间均呈现出正线性关系。本文的结果强化了先前的研究发现,即玩电子游戏的时间越长,冲动性越强,并为未来的研究提供了启示。

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