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网络游戏障碍青少年与学生游戏者行为改变和大脑活动的比较。

Comparison of Behavioral Changes and Brain Activity between Adolescents with Internet Gaming Disorder and Student Pro-Gamers.

机构信息

Department of Psychiatry, Chung Ang University Hospital, 102 Heuk seok ro, Dongjak gu, Seoul 06973, Korea.

出版信息

Int J Environ Res Public Health. 2020 Jan 9;17(2):441. doi: 10.3390/ijerph17020441.

Abstract

While pro-gamers play according to defined living habits and planned schedules, adolescents with internet gaming disorder (IGD) exhibit irregular lifestyles and unregulated impulsive gaming behavior. Fourteen IGD adolescents and 12 pro-gaming students participated in this study. At baseline and after one year, demographic data, the Child Behavior Check List (CBCL), depressed mood, anxiety, and resting-state functional magnetic resonance imaging were assessed. Over the year, IGD adolescents played games as per their usual schedule, while pro-gamer students played according to their school's team schedule. After one year, the pro-gamers' scores had decreased in the CBCL-total (total problematic behaviors), CBCL-externalizing (under-controlled behavior, like impulsivity and aggression), and CBCL-internalizing (over-controlled behavior like depression and anxiety) compared to those of the IGD adolescents. Both groups displayed increased brain activity in the parietal lobe (a component of the attention network) over the years. Compared to pro-gamers, IGD adolescents showed higher brain activity within the left orbitofrontal cortex. Brain activity within the orbitofrontal cortex was associated with CBCL-externalizing scores. These results suggest that gaming had increased the attention network's brain activity, but a well-organized support system could lead to different results, in terms of improved behaviors and suppressing brain activity within the orbitofrontal cortex.

摘要

虽然职业玩家按照规定的生活习惯和计划时间表进行游戏,但有网络游戏障碍(IGD)的青少年表现出不规则的生活方式和不受控制的冲动性游戏行为。本研究纳入了 14 名 IGD 青少年和 12 名职业游戏玩家。在基线和一年后,评估了人口统计学数据、儿童行为检查表(CBCL)、抑郁情绪、焦虑和静息态功能磁共振成像。在这一年中,IGD 青少年按照他们的日常时间表玩游戏,而职业游戏玩家则按照他们学校的团队时间表玩游戏。一年后,与 IGD 青少年相比,职业游戏玩家在 CBCL 总分(总问题行为)、CBCL 外化(如冲动和攻击等失控行为)和 CBCL 内化(如抑郁和焦虑等过度控制行为)方面的得分有所下降。两组在多年间都表现出顶叶(注意力网络的一个组成部分)的大脑活动增加。与职业游戏玩家相比,IGD 青少年左眶额皮质内的大脑活动更高。眶额皮质内的大脑活动与 CBCL 外化评分相关。这些结果表明,游戏增加了注意力网络的大脑活动,但有组织的支持系统可能会导致不同的结果,包括改善行为和抑制眶额皮质内的大脑活动。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1285/7014075/e4589791dbfb/ijerph-17-00441-g001.jpg

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