Wu Yin, Sescousse Guillaume, Yu Hongbo, Clark Luke, Li Hong
Research Center for Brain Function and Psychological Science, Shenzhen University, Shenzhen, China.
Shenzhen Key Laboratory of Affective and Social Cognitive Science, Shenzhen University, Shenzhen, China.
PLoS One. 2018 Jan 18;13(1):e0191110. doi: 10.1371/journal.pone.0191110. eCollection 2018.
Increased cognitive distortions (i.e. biased processing of chance, probability and skill) are a key psychopathological process in disordered gambling. The present study investigated state and trait aspects of cognitive distortions in 22 individuals with Internet Gaming Disorder (IGD) and 22 healthy controls. Participants completed the Gambling Related Cognitions Scale as a trait measure of cognitive distortions, and played a slot machine task delivering wins, near-misses and full-misses. Ratings of pleasure ("liking") and motivation to play ("wanting") were taken following the different outcomes, and gambling persistence was measured after a mandatory phase. IGD was associated with elevated trait cognitive distortions, in particular skill-oriented cognitions. On the slot machine task, the IGD group showed increased "wanting" ratings compared with control participants, while the two groups did not differ regarding their "liking" of the game. The IGD group displayed increased persistence on the slot machine task. Near-miss outcomes did not elicit stronger motivation to play compared to full-miss outcomes overall, and there was no group difference on this measure. However, a near-miss position effect was observed, such that near-misses stopping before the payline were rated as more motivating than near-misses that stopped after the payline, and this differentiation was attenuated in the IGD group, suggesting possible counterfactual thinking deficits in this group. These data provide preliminary evidence for increased incentive motivation and cognitive distortions in IGD, at least in the context of a chance-based gambling environment.
认知扭曲增加(即对机会、概率和技能的偏差处理)是赌博障碍中的一个关键心理病理过程。本研究调查了22名患有网络游戏障碍(IGD)的个体和22名健康对照者认知扭曲的状态和特质方面。参与者完成了赌博相关认知量表,作为认知扭曲的特质测量,并进行了一项老虎机任务,该任务会产生赢、差点赢和全输的结果。在不同结果出现后,记录愉悦感(“喜欢”)和玩的动机(“想要”)评分,并在一个强制阶段后测量赌博持续性。IGD与特质认知扭曲增加有关,特别是与以技能为导向的认知有关。在老虎机任务中,与对照组参与者相比,IGD组的“想要”评分增加,而两组在对游戏的“喜欢”程度上没有差异。IGD组在老虎机任务上表现出更强的持续性。总体而言,差点赢的结果与全输的结果相比,并没有引发更强的玩的动机,并且在这一指标上两组没有差异。然而,观察到一种差点赢的位置效应,即在赔付线之前停止的差点赢被评为比在赔付线之后停止的差点赢更具激励性,并且这种差异在IGD组中减弱,这表明该组可能存在反事实思维缺陷。这些数据为IGD中激励动机增加和认知扭曲提供了初步证据,至少在基于机会的赌博环境中是如此。