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游戏障碍高危个体对远端线索的线索反应性。

Cue-reactivity to distal cues in individuals at risk for gaming disorder.

作者信息

Diers Martin, Müller Silke M, Mallon Lukas, Schmid Anna M, Thomas Tobias A, Klein Lena, Krikova Kseniya, Stark Rudolf, Wegmann Elisa, Steins-Loeber Sabine, Brand Matthias, Antons Stephanie

机构信息

Department of Psychosomatic Medicine and Psychotherapy, LWL University Hospital, Ruhr University Bochum, Bochum, Germany.

General Psychology: Cognition and Center for Behavioral Addiction Research (CeBAR), University of Duisburg-Essen, Duisburg, Germany; Erwin L. Hahn Institute for Magnetic Resonance Imaging, Essen, Germany.

出版信息

Compr Psychiatry. 2023 Aug;125:152399. doi: 10.1016/j.comppsych.2023.152399. Epub 2023 Jul 4.

Abstract

BACKGROUND

Gaming disorder (GD) is a disorder due to addictive behaviors (ICD-11). Cue-reactivity and craving are relevant mechanisms in the development and maintenance of addictive behaviors. When confronted with cues showing in-game content (proximal cues) individuals with higher symptom severity show increased cue-reactivity. Based on conditioning and addiction theories on incentive sensitization, cue-reactivity responses may generalize to more distal cues, e.g. when individuals at risk of developing a GD are confronted with a starting page of an online game. In cue-reactivity paradigms so far, only proximal gaming cues have been used.

METHODS

We investigated the effect of distal gaming cues compared to gaming-unrelated control cues on cue-reactivity and craving in 88 individuals with non-problematic use of online games (nPGU) and 69 individuals at risk for GD (rGD). The distal cues showed the use of an electronic device (e.g., desktop PC or smartphone) whose screen showed starting pages of either games (target cues), shopping- or pornography sites (control cues) from a first-person perspective.

FINDINGS

We found significantly higher urge and arousal ratings as well as longer viewing times for gaming-related compared to gaming-unrelated control cues in rGD compared to nPGU. Valence ratings did not differ between groups.

INTERPRETATION

The results demonstrate that already distal gaming-specific cues lead to cue-reactivity and craving in rGD. This finding indicates that based on conditioning processes, cue-reactivity and craving develop during the course of GD and generalize to cues that are only moderately related to the specific gaming activity.

摘要

背景

游戏障碍(GD)是一种由成瘾行为导致的障碍(《国际疾病分类第11版》)。线索反应性和渴望是成瘾行为发展和维持过程中的相关机制。当面对显示游戏内内容的线索(近端线索)时,症状严重程度较高的个体线索反应性会增强。基于条件作用和成瘾的激励敏感化理论,线索反应性可能会泛化到更远端的线索,例如当有发展成游戏障碍风险的个体面对网络游戏的起始页面时。在目前的线索反应性范式中,仅使用了近端游戏线索。

方法

我们调查了88名无问题网络游戏使用(nPGU)个体和69名有游戏障碍风险(rGD)个体中,远端游戏线索与非游戏相关对照线索相比,对线索反应性和渴望的影响。远端线索展示了从第一人称视角使用电子设备(如台式电脑或智能手机),其屏幕显示游戏(目标线索)、购物或色情网站(对照线索)的起始页面。

结果

我们发现,与nPGU相比,rGD中与游戏相关的对照线索相比,与游戏无关的对照线索的冲动和唤醒评分显著更高,观看时间更长。效价评分在两组之间没有差异。

解读

结果表明,即使是远端特定游戏线索也会导致rGD中的线索反应性和渴望。这一发现表明,基于条件作用过程,线索反应性和渴望在游戏障碍过程中发展,并泛化到与特定游戏活动仅适度相关的线索。

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