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Behavioral modification decreases approach bias in young adults with internet gaming disorder
Addictive Behaviors ( IF 4.4 ) Pub Date : 2020-10-02 , DOI: 10.1016/j.addbeh.2020.106686
Jinbo He 1 , Ting Pan 1 , Yufeng Nie 1 , Yang Zheng 1 , Suqing Chen 1
Affiliation  

Background

One of the key symptoms of Internet gaming disorder is the impulsive pursuit of Internet games, which causes individuals with this disorder to have a tendency to approach gaming cues. Dual processing theory states that this approach bias is caused by the suppression of reflective processing and the hyperactivity of impulsive processing. Therefore, reverse modification training for approach bias can suppress impulsive processing, thereby reducing or treating the disorder.

Method

In this study, 48 individuals with Internet gaming disorder were selected and randomly assigned to the following two groups: the experimental group and the control group. The 24 participants in the experimental group received a 4-day stimulus–response compatibility (SRC) approach bias modification treatment, whereas the 24 participants in the control group received a corresponding SRC pseudomodification training.

Results

The approach response time of both groups to the gaming cues was significantly shorter than that to the neutral cues at baseline. After the modification, the response time of the experimental group to the gaming cues significantly increased, whereas the scores for Internet gaming disorder severity, anxiety level and craving significantly decreased. However, the control group subjects did not show these effects.

Conclusion

The current results imply that individuals with Internet gaming disorder show approach bias toward Internet gaming cues, and SRC reverse modification training can significantly correct this bias and therefore have therapeutic effects to some extent.



中文翻译:

行为矫正减少了患有网络游戏障碍的年轻人的接近偏见

背景

网络游戏障碍的主要症状之一是对网络游戏的冲动追求,这导致患有这种障碍的人倾向于接近游戏线索。双重加工理论认为,这种方法偏差是由反射加工的抑制和冲动加工的过度活跃引起的。因此,针对接近偏差的反向修正训练可以抑制冲动加工,从而减少或治疗障碍。

方法

在这项研究中,48 名网络游戏障碍患者被随机分配到以下两组:实验组和对照组。实验组的 24 名参与者接受了为期 4 天的刺激-反应相容性 (SRC) 方法偏差修正治疗,而对照组的 24 名参与者接受了相应的 SRC 伪修正训练。

结果

两组对游戏线索的接近响应时间明显短于基线时对中性线索的响应时间。修改后,实验组对游戏线索的反应时间显着增加,而网络游戏障碍严重程度、焦虑程度和渴望的分数显着下降。然而,对照组受试者没有表现出这些效果。

结论

目前的结果表明,网络游戏障碍的个体对网络游戏线索表现出接近偏见,SRC反向修改训练可以显着纠正这种偏见,因此在一定程度上具有治疗效果。

更新日期:2020-10-15
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