Antons S, Liebherr M, Brand M, Brandtner A
General Psychology: Cognition and Center for Behavioral Addiction Research (CeBAR), University of Duisburg, Duisburg, Germany.
Erwin L. Hahn Institute for Magnetic Resonance Imaging, Essen, Germany.
Addict Behav Rep. 2023 Nov 30;18:100520. doi: 10.1016/j.abrep.2023.100520. eCollection 2023 Dec.
Although playing videogames is a common leisure activity some individuals develop problematic gaming behaviors or even symptoms of a gaming disorder. Game engagement may be involved in reinforcement learning that may result in experiences of craving, an important feature of gaming disorder. In the following study we aimed to approach the question which aspects contribute to increased craving for gaming.
Overall, 439 individuals participated in an online survey, answering questionnaires on game engagement, experience of gratification and compensation, craving, and symptoms of gaming disorder. A mediation model testing if the association between game engagement and facets of craving are mediated by the experience of gratification and compensation during gaming.
Three facets of craving (reward/relief, physiological, obsessive craving) were statistically explained by game engagement and the experience of gratification and compensation. Models differed between casual gamers and at-risk gamers. The effects on reward/relief and physiological craving were fully mediated in the casual group and partially mediated in the at-risk group by gratification and compensation experiences.
Game engagement may contribute to the development of craving by increasing the experience of gratification and compensation and thus might be important in reinforcement learning. Games evoking a high engagement may therefore have a higher addictive potential. Further processes potentially related to game engagement, such as intrusive thoughts and desire thinking, which are related to craving experiences, should be considered in future studies.
尽管玩电子游戏是一种常见的休闲活动,但一些人会出现问题性游戏行为,甚至出现游戏障碍症状。游戏参与可能涉及强化学习,这可能导致渴望体验,而渴望是游戏障碍的一个重要特征。在以下研究中,我们旨在探讨哪些方面会导致对游戏的渴望增加。
共有439人参与了一项在线调查,回答了关于游戏参与、满足感和补偿体验、渴望以及游戏障碍症状的问卷。进行了一个中介模型测试,以检验游戏参与与渴望各方面之间的关联是否由游戏过程中的满足感和补偿体验所介导。
游戏参与以及满足感和补偿体验在统计学上解释了渴望的三个方面(奖励/缓解、生理、强迫性渴望)。休闲玩家和有风险玩家的模型有所不同。在休闲玩家组中,对奖励/缓解和生理渴望的影响完全由满足感和补偿体验介导,而在有风险玩家组中则部分由其介导。
游戏参与可能通过增加满足感和补偿体验来促进渴望的发展,因此在强化学习中可能很重要。因此,引发高度参与的游戏可能具有更高的成瘾潜力。未来的研究应考虑与游戏参与潜在相关的进一步过程,如与渴望体验相关的侵入性思维和欲望思维。