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当游戏影响言语:大学生中的游戏成瘾通过决策中的风险偏向漂移增加言语攻击性。

When Games Influence Words: Gaming Addiction among College Students Increases Verbal Aggression through Risk-Biased Drifting in Decision-Making.

作者信息

Teng Huina, Zhu Lixin, Zhang Xuanyu, Qiu Boyu

机构信息

School of Health Management, Guangzhou Medical University, Guangzhou 510180, China.

School of Mental Health, Guangzhou Medical University, Guangzhou 510180, China.

出版信息

Behav Sci (Basel). 2024 Aug 11;14(8):699. doi: 10.3390/bs14080699.

DOI:10.3390/bs14080699
PMID:39199095
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11352047/
Abstract

Increased aggression due to gaming addiction is a widespread and highly publicized problem. The underlying processes by which verbal aggression, a more harmful and persistent subcategory of aggression, is affected by gaming addiction may differ from other types of aggression. In this study, data came from 252 randomly recruited current university students (50.79% male, mean age 19.60 years, SD: 1.44 years, range 17 to 29 years). Participants reported gaming addiction and different types of aggression through questionnaires. In addition, two important explanatory processes, inhibitory control, and risk preference, were measured through behavioral experiments. A Bayesian hierarchical drift-diffusion model was employed to interpret the data from the risk preference task. In contrast to previous work, the study found that inhibitory control did not significantly correlate with either gaming addiction or any form of aggression However, the drift rate, a measure of decision-making inclination under risk, partially mediates the relationship between gaming addiction and verbal aggression (but not other forms of aggression). The findings illuminate risk preference under adverse conditions as a key predictor of verbal aggression, offering avenues for early intervention and suggesting game design modifications to mitigate verbal aggression by adjusting reward mechanisms.

摘要

游戏成瘾导致的攻击性增强是一个普遍且备受关注的问题。言语攻击作为攻击性中更具危害性和持续性的子类别,其受游戏成瘾影响的潜在过程可能与其他类型的攻击有所不同。在本研究中,数据来自252名随机招募的在校大学生(男性占50.79%,平均年龄19.60岁,标准差:1.44岁,年龄范围17至29岁)。参与者通过问卷报告游戏成瘾情况和不同类型的攻击行为。此外,通过行为实验测量了两个重要的解释过程,即抑制控制和风险偏好。采用贝叶斯分层漂移扩散模型来解释风险偏好任务的数据。与之前的研究不同,本研究发现抑制控制与游戏成瘾或任何形式的攻击行为均无显著相关性。然而,漂移率(一种衡量风险下决策倾向的指标)部分介导了游戏成瘾与言语攻击之间的关系(但不包括其他形式的攻击)。这些发现揭示了不利条件下的风险偏好是言语攻击的关键预测因素,为早期干预提供了途径,并建议通过调整奖励机制来修改游戏设计,以减轻言语攻击。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dfe9/11352047/a6114f4b1d44/behavsci-14-00699-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dfe9/11352047/90811bf832c2/behavsci-14-00699-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dfe9/11352047/0ba3ad155846/behavsci-14-00699-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dfe9/11352047/a6114f4b1d44/behavsci-14-00699-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dfe9/11352047/90811bf832c2/behavsci-14-00699-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dfe9/11352047/0ba3ad155846/behavsci-14-00699-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dfe9/11352047/a6114f4b1d44/behavsci-14-00699-g003.jpg

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