Brandtner Annika, Wegmann Elisa, Brand Matthias
University of Duisburg-Essen, Department of General Psychology: Cognition and Center for Behavioral Addiction Research (CeBAR), Duisburg, Germany.
Erwin L. Hahn Institute for Magnetic Resonance Imaging, Essen, Germany.
Addict Behav Rep. 2020 Aug 6;12:100295. doi: 10.1016/j.abrep.2020.100295. eCollection 2020 Dec.
Desire thinking is a voluntary cognitive process that involves the imaginal forecast of a desired activity and the verbal perseveration with plans and good reasons for engaging in it. Considering theoretical models arguing that specific decision-making processes may be involved in the development of gaming disorder, we hypothesized that an initial urge to game might be accelerated by desire thinking, leading to the decision to game in an everyday setting although the gaming behavior may conflict with another activity or certain other goals.
A pre-study helped developing a catalogue of situations that provides forced-choice scenarios warranting a decision for or against gaming. To explore the postulated sequence of cognitive and affective events, a serial mediation model with urge to game as predictor, decision to game as dependent variable, and imaginal prefiguration and verbal perseveration as mediators was tested in a sample of 118 recreational gamers with varying degrees of gaming intensity.
The pre-study revealed a catalogue of 18 conflicting situations that likely happen in the daily life of gamers, containing conflicting activities such as job/educational performance and meeting friends/family/acquaintances. In the sequential mediation model, the desire thinking facets imaginal prefiguration and verbal perseveration fully mediated the relation between an initial urge and the decision to game.
The mediation model emphasizes the serial ordinance of desire thinking facets and their role in motivating decisions to game after an initial urge has been experienced. Results may indicate that desire thinking plays a considerable role in problematic gaming tendencies.
欲望思维是一种自愿的认知过程,它涉及对期望活动的想象性预测以及对参与该活动的计划和充分理由的言语坚持。考虑到有理论模型认为特定的决策过程可能与游戏障碍的发展有关,我们假设欲望思维可能会加速最初的游戏冲动,导致在日常情境中做出玩游戏的决定,尽管游戏行为可能与另一项活动或某些其他目标相冲突。
一项预研究有助于编制一份情境目录,该目录提供了支持做出玩游戏或不玩游戏决定的强制选择场景。为了探究假定的认知和情感事件序列,在118名不同游戏强度的休闲游戏玩家样本中测试了一个串行中介模型,该模型以游戏冲动为预测变量,玩游戏的决定为因变量,想象预演和言语坚持为中介变量。
预研究揭示了一份包含18种可能在游戏玩家日常生活中发生的冲突情境的目录,其中包括工作/学业表现以及与朋友/家人/熟人见面等相互冲突的活动。在顺序中介模型中,欲望思维的各个方面,即想象预演和言语坚持,完全中介了最初冲动与玩游戏决定之间的关系。
中介模型强调了欲望思维各个方面的串行顺序及其在经历最初冲动后促使做出玩游戏决定方面的作用。结果可能表明欲望思维在有问题的游戏倾向中起着相当重要的作用。