Kräplin Anja, Scherbaum Stefan, Kraft Eva-Maria, Rehbein Florian, Bühringer Gerhard, Goschke Thomas, Mößle Thomas
1Faculty of Psychology, Technische Universität Dresden, Germany.
2Criminological Research Institute of Lower Saxony, Hanover, Germany.
J Behav Addict. 2020 Oct 31;9(4):990-1001. doi: 10.1556/2006.2020.00076.
Internet gaming disorder (IGD) is associated with impaired inhibitory control and more impulsive decision-making. However, it remains unclear whether these associations are cross-sectional or predictive. We aimed to test the hypotheses that lower inhibitory control and more impulsive decision-making correlate with, are predicted by and predict more time spent on gaming and higher IGD severity.
A stratified convenience sample of 70 male participants (18-21 years) was recruited to achieve broad data variability for hours spent on gaming and IGD severity. In three annual assessments (T1, T2, T3), we measured gaming behaviour and IGD severity using the Video Game Dependency Scale (CSAS-II). Both gaming-related measures were correlates (T1), predictors (T2), or outcomes (T3) of inhibitory control and decision making, which were assessed at T2 using a go/no-go task and an intertemporal-choice task, respectively.
Higher IGD severity at T1 predicted more impulsive decision-making at T2 (β = 0.45, 95% CI = 0.14-0.76). Lower inhibitory control at T2 predicted more hours spent on gaming at T3 (β = -0.13, 95% CI = -0.25 to -0.02). We found weak or no evidence for the other associations.
Lower inhibitory control predicts more time spent gaming, possibly due to insufficient top-down regulation of the behaviour. Impulsive decision-making is rather a consequence of IGD than a predictor, which may be due to altered reward learning. One-dimensional etiological assumptions about the relationship between neurocognitive impairments and IGD seem not to be appropriate for the complexity of the disorder.
网络游戏障碍(IGD)与抑制控制受损和更冲动的决策有关。然而,这些关联是横断面的还是预测性的仍不清楚。我们旨在检验以下假设:较低的抑制控制和更冲动的决策与玩游戏的时间增加和更高的IGD严重程度相关、可由其预测并能预测后者。
招募了70名年龄在18 - 21岁的男性参与者组成分层便利样本,以获取玩游戏时间和IGD严重程度方面广泛的数据变异性。在三次年度评估(T1、T2、T3)中,我们使用视频游戏依赖量表(CSAS-II)测量游戏行为和IGD严重程度。这两项与游戏相关的指标分别作为抑制控制和决策的相关因素(T1)、预测因素(T2)或结果(T3),抑制控制和决策在T2时分别使用停止信号任务和跨期选择任务进行评估。
T1时较高的IGD严重程度预测了T2时更冲动的决策(β = 0.45,95%置信区间 = 0.14 - 0.76)。T2时较低的抑制控制预测了T3时玩游戏的时间增加(β = -0.13,95%置信区间 = -0.25至 -0.02)。我们没有发现其他关联的有力证据或根本没有证据。
较低的抑制控制预示着玩游戏的时间增加,这可能是由于对该行为的自上而下调节不足。冲动决策更像是IGD的结果而非预测因素,这可能是由于奖励学习改变所致。关于神经认知障碍与IGD之间关系的一维病因假设似乎不适用于该障碍的复杂性。