Wang Yuetan, Li Yiyao, Liu Beichen, Zhao Xuan, Geng Xicong, Zhu Wenjing, Ding Xiaobin
Key Laboratory of Behavioral and Mental Health of Gansu Province, School of Psychology, Northwest Normal University, Lanzhou, China.
Shaanxi Prov Key Lab Behav & Cognit Neurosci, Shaanxi Normal University, China.
Acta Psychol (Amst). 2024 Aug;248:104431. doi: 10.1016/j.actpsy.2024.104431. Epub 2024 Jul 25.
Internet Gaming Disorder (IGD) is a behavioural addiction characterised by excessive exposure to addictive stimuli, resulting in reduced sensitivity of the brain's reward system towards everyday rewards. Online game addiction is prevalent among adolescents; however, it remains unclear if there are variations in reward processing patterns among adolescents with online game addiction. We compared differences in sensitivity to two types of rewards between patients with IGD and patients with Recreational Game Use (RGU) using the Monetary Incentive Delay (MID) paradigm and the Social Incentive Delay (SID) paradigm (Experiment 1). Additionally, we used a mixed reward latency paradigm, including both monetary and social rewards, to further explore the processing characteristics of IGD towards a mixture of these two rewards (Experiment 2). There were significant differences in the sensitivity of IGD and RGU to monetary and social rewards. Adolescents with IGD had significantly shorter reaction times to the four mixed rewards compared to RGU, while no significant differences were found between groups regarding sensitivity to specific individual rewards. However, the simultaneous presence of two rewards affected the processing speed and preference of adolescents with IGD. The reward processing characteristics observed in adolescents with online gaming disorder show specificity concerning the type and presentation of rewards, providing a theoretical foundation for diagnosing and treating adolescent online gaming addiction.
网络成瘾障碍(IGD)是一种行为成瘾,其特征是过度接触成瘾性刺激,导致大脑奖励系统对日常奖励的敏感性降低。网络游戏成瘾在青少年中很普遍;然而,尚不清楚网络游戏成瘾的青少年在奖励处理模式上是否存在差异。我们使用金钱激励延迟(MID)范式和社会激励延迟(SID)范式,比较了IGD患者和娱乐游戏使用(RGU)患者对两种奖励的敏感性差异(实验1)。此外,我们使用了一种混合奖励潜伏期范式,包括金钱和社会奖励,以进一步探索IGD对这两种奖励混合的处理特征(实验2)。IGD和RGU对金钱和社会奖励的敏感性存在显著差异。与RGU相比,患有IGD的青少年对四种混合奖励的反应时间明显更短,而在对特定个体奖励的敏感性方面,两组之间未发现显著差异。然而,两种奖励同时出现会影响患有IGD的青少年的处理速度和偏好。在患有网络游戏障碍的青少年中观察到的奖励处理特征显示出奖励类型和呈现方式的特异性,为诊断和治疗青少年网络游戏成瘾提供了理论基础。