Wegmann Elisa, Antons Stephanie, Schmidt Lasse David, Klein Lena, Montag Christian, Rumpf Hans-Jürgen, Müller Silke M, Brand Matthias
1General Psychology: Cognition, Faculty of Computer Science, University of Duisburg-Essen, Germany.
2Center for Behavioral Addiction Research (CeBAR), Center for Translational Neuro- and Behavioral Sciences, University Hospital Essen, University of Duisburg-Essen, Germany.
J Behav Addict. 2025 Jan 8;14(1):263-275. doi: 10.1556/2006.2024.00067. Print 2025 Mar 28.
During the development of addictive behaviors, theoretical models assume a shift from experience of gratification being a driver in early stages to experience of compensation which dominates at later stages of addiction development. Initial studies show a trend in this direction; however, this shift has not yet been investigated in clinical samples. We assume experienced gratification to be highest in individuals with risky use (indicating the beginning of the addiction process), and compensation to be highest in individuals with pathological use.
Data from 834 participants from a multi-center study (FOR2974) investigating specific Internet-use disorders (IUDs) including gaming, buying-shopping, pornography use, and social-network use disorders were analyzed about Experience of Gratification (EGS) and Experience of Compensation (ECS), symptom severity, use expectancies, and usage motives. A diagnostic interview based on DSM-5 criteria for gaming disorder was used to classify individuals into either non-problematic, risky, or pathological use group.
The groups (non-problematic, risky, pathological) differed significantly regarding EGS and ECS. Individuals with pathological use reported highest experiences of compensation but equally high experienced gratification as individuals with risky use. Effects vary with respect to the specific behavior. All measures correlated significantly. Symptom severity was most strongly associated with facets of compensation.
The experience of gratification and compensation appear to be crucial for addiction-like Internet use. Experienced gratification is already high in individuals experiencing first negative consequences and appear to be stable in individuals with pathological use indicating the relevance of both positive and negative reinforcement during the addiction processes.
在成瘾行为的发展过程中,理论模型假定从早期阶段以满足体验作为驱动因素,转变为在成瘾发展后期以补偿体验为主导。初步研究显示了朝这个方向发展的趋势;然而,这种转变尚未在临床样本中得到研究。我们假定在有风险使用行为的个体中(表明成瘾过程的开始),满足体验最高,而在有病理性使用行为的个体中,补偿体验最高。
对来自一项多中心研究(FOR2974)的834名参与者的数据进行了分析,该研究调查了特定的互联网使用障碍(IUDs),包括游戏、购物、色情内容使用和社交网络使用障碍,分析内容包括满足体验(EGS)、补偿体验(ECS)、症状严重程度、使用预期和使用动机。使用基于《精神疾病诊断与统计手册》第五版(DSM-5)游戏障碍标准的诊断访谈,将个体分为无问题使用、有风险使用或病理性使用组。
在满足体验和补偿体验方面,各组(无问题使用、有风险使用、病理性使用)存在显著差异。有病理性使用行为的个体报告的补偿体验最高,但与有风险使用行为的个体的满足体验一样高。效应因具体行为而异。所有测量指标均显著相关。症状严重程度与补偿方面的关联最为强烈。
满足体验和补偿体验似乎对类似成瘾的互联网使用至关重要。在经历首次负面后果的个体中,满足体验已经很高,并且在有病理性使用行为的个体中似乎保持稳定,这表明在成瘾过程中正负强化都具有相关性。