Hu Mengjian, Ku Yixuan, Liu Lu
Department of Psychology, Sun Yat-sen University, Guangzhou, China.
J Behav Addict. 2025 Jan 9;14(1):335-346. doi: 10.1556/2006.2024.00075. Print 2025 Mar 28.
Uncontrollable gaming behavior is a core symptom of Internet Gaming Disorder (IGD). Attentional bias towards game-related cues may contribute to the difficulty in regulating online gaming behavior. However, the context-specific attentional bias and its cognitive mechanisms in individuals with IGD have not been systematically investigated.
We compared individuals with IGD to healthy controls (HC) using a rapid serial visual presentation (RSVP) task to measure temporal attentional bias. By applying game-related and neutral stimuli as targets, we specifically assessed how attentional resources were allocated to game-related stimuli compared to neutral stimuli.
The IGD group showed enhanced attentional blink effect when a game-related stimulus was the first target and a neutral target was the next, reflecting IGD's difficulty in disengaging from game-related stimuli. Both IGD and HC individuals exhibited decreased accuracy in identifying a neutral first target followed by a game-related second target at shorter lags, indicating increased attentional engagement with game-related stimuli in general.
The results provide a cognitive basis for recurrent and uncontrollable gaming behaviors in individuals with IGD. Game cues have priority in the allocation of attentional resources in individuals with IGD. The results shed new light on the development of specific treatments for IGD.
无法控制的游戏行为是网络成瘾障碍(IGD)的核心症状。对游戏相关线索的注意偏向可能导致在线游戏行为难以调节。然而,IGD患者特定情境下的注意偏向及其认知机制尚未得到系统研究。
我们使用快速序列视觉呈现(RSVP)任务比较了IGD患者和健康对照(HC),以测量时间注意偏向。通过将游戏相关刺激和中性刺激作为目标,我们专门评估了与中性刺激相比,注意资源是如何分配到游戏相关刺激上的。
当游戏相关刺激为第一个目标且中性目标为下一个目标时,IGD组的注意瞬脱效应增强,这反映出IGD患者难以从游戏相关刺激中脱离。在较短的时间间隔内,IGD患者和HC个体在识别中性的第一个目标后再识别游戏相关的第二个目标时,准确率均下降,这表明总体上对游戏相关刺激的注意参与增加。
研究结果为IGD患者反复出现且无法控制的游戏行为提供了认知基础。在IGD患者中,游戏线索在注意资源分配上具有优先权。这些结果为IGD特定治疗方法的开发提供了新的思路。