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电子游戏成瘾与情绪状态:愉悦与幸福之间可能存在的混淆?

Video Game Addiction and Emotional States: Possible Confusion Between Pleasure and Happiness?

作者信息

Gros Lucio, Debue Nicolas, Lete Jonathan, van de Leemput Cécile

机构信息

Research Center for Work and Consumer Psychology, Université Libre de Bruxelles, Brussels, Belgium.

Department of Psychiatry and Neurosciences, Maastricht University, Maastricht, Netherlands.

出版信息

Front Psychol. 2020 Jan 27;10:2894. doi: 10.3389/fpsyg.2019.02894. eCollection 2019.

Abstract

Internet gaming disorder is characterized by a severely reduced control over gaming, resulting in an increasing gaming time and leading to negative consequences in many aspects of the individual life: personal, family, social, occupational and other relevant areas of functioning (World Health Organization). In the last years, the significant boom in using video games has been raising health issues that remain insufficiently understood. The extent of this phenomenon (the estimated prevalence is between 1.7 and 10% of the general population) has led the mentioned Organization to include gaming disorders in the list of mental health conditions (2018). Several studies show converging findings that highlight the common brain activities between substance use disorders and behavioral addictions (i.e., gaming disorders). Addiction specialists observed that addict subjects tend to confuse pleasure with happiness when linking emotional states to their addictive activities. As far as we know, beyond the mentioned observations, distinguishing the perception of these two emotional states in the frame of an addiction has not been yet the object of formal research. This study aims at examining the possible confusion between pleasure and happiness within the addiction sphere. Video game addiction has been chosen to explore the possible occurrence of this perceptional distortion. A mixed design lab-based study was carried out to compare between video games addicts and non-addicts (between-subjects), and video games-related activities and neutral activities (within-subject). Emotional reactions were gauged by self-reported scales and physiological data acquired through a range of biosensors: Relaxation and Hearth Rate. From a therapeutic standpoint, this research intends to explore alternatives to deal with this sort of disorders. More specifically, at the cognitive level, the idea is elaborating guidelines to develop patients' insights into these emotional states and thus increasing their ability to handle them. Overall, several indices resulting from this study constitute a bundle of arguments that argue in favor of the confusion between pleasure and happiness made by addict users when associating their affective states to video gaming. Furthermore, this approach illustrates how reappraising emotions may contribute to reducing the perceptional distortion of these emotional states.

摘要

网络游戏障碍的特征是对游戏的控制严重降低,导致游戏时间增加,并在个人生活的许多方面产生负面后果:个人、家庭、社会、职业及其他相关功能领域(世界卫生组织)。在过去几年中,电子游戏使用的显著增长引发了一些尚未得到充分理解的健康问题。这一现象的程度(估计患病率在普通人群的1.7%至10%之间)促使上述组织将游戏障碍列入精神健康状况清单(2018年)。多项研究显示出趋同的结果,突出了物质使用障碍和行为成瘾(即游戏障碍)之间常见的大脑活动。成瘾专家观察到,成瘾者在将情绪状态与成瘾活动联系起来时,往往会将愉悦与幸福混淆。据我们所知,除了上述观察结果外,在成瘾框架内区分这两种情绪状态的认知尚未成为正式研究的对象。本研究旨在探讨成瘾领域内愉悦与幸福之间可能存在的混淆。选择电子游戏成瘾来探究这种认知扭曲的可能发生情况。进行了一项基于实验室的混合设计研究,以比较电子游戏成瘾者和非成瘾者(组间),以及与电子游戏相关的活动和中性活动(组内)。通过自我报告量表和一系列生物传感器获取的生理数据(放松程度和心率)来衡量情绪反应。从治疗角度来看,本研究旨在探索应对这类障碍的替代方法。更具体地说,在认知层面,其想法是制定指导方针,以培养患者对这些情绪状态的洞察力,从而提高他们应对这些情绪的能力。总体而言,本研究得出的几个指标构成了一系列论据,支持成瘾用户在将情感状态与电子游戏联系起来时,存在愉悦与幸福混淆的观点。此外,这种方法说明了重新评估情绪如何有助于减少这些情绪状态的认知扭曲。

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