中华行为医学与脑科学杂志
中華行為醫學與腦科學雜誌
중화행위의학여뇌과학잡지
CHINESE JOURNAL OF BEHAVIORAL MEDICINE AND BRAIN SCIENCE
2011年
6期
535-537
,共3页
李晓东%杨永信%张云亭%张权%刘林祥%杜贵金%赵松涛%吕宝涛
李曉東%楊永信%張雲亭%張權%劉林祥%杜貴金%趙鬆濤%呂寶濤
리효동%양영신%장운정%장권%류림상%두귀금%조송도%려보도
网络游戏%成瘾%行为学%外源性注意%内源性注意
網絡遊戲%成癮%行為學%外源性註意%內源性註意
망락유희%성은%행위학%외원성주의%내원성주의
Internet game%Addiction%Behavioral%Exogenous attention%Endogenous attention
目的 探讨游戏经验对网络游戏成瘾者注意定向的影响.方法 采用改良的注意网络测试范式对17名网络游戏成瘾者进行测试,分析成瘾者的相应行为学表现.结果 1.网瘾组与对照组在有效和无效两种提示线索条件下的平均反应时(RTs)分别为[(614.27 ±85.25)ms,(645.46 ±80.24)ms],[(710.24 ±131.42)ms,(765.53 ±142.53)ms].组内平均RTs差异具有显著性(P<0.05);组间平均RTs差异具有显著性(P<0.01).2.网瘾组在3个提示线索水平上的RTs[网络游戏图片(643.65 ±90.82)ms,中性面孔图片(616.73 ±82.19)ms,中性风景图片(629.21 ±78.20)ms],短于对照组[网络游戏图片(744.54 ±140.42)ms,中性面孔图片(727.98 ±142.26)ms,中性风景图片(741.13 ±138.21)ms],差异具有显著性(P<0.05).3.网瘾组在三个提示线索图片水平上RTs从有效提示[网络游戏图片(619.02±91.00)ms,中性面孔图片(604.90 ±90.71)ms,中性风景图片(618.87 ±77.85)ms]至无效提示[网络游戏图片(668.28 ±86.27)ms,中性面孔图片(628.56 ±73.53)ms,中性风景图片(639.54 ±79.54)ms]的变化趋势(斜率)差异具有显著性(P<0.05).结论 网络游戏成瘾者在外源性和内源性注意定向两方面同时提升,其中内源性注意能力的提升权重可能大于外源性注意.
目的 探討遊戲經驗對網絡遊戲成癮者註意定嚮的影響.方法 採用改良的註意網絡測試範式對17名網絡遊戲成癮者進行測試,分析成癮者的相應行為學錶現.結果 1.網癮組與對照組在有效和無效兩種提示線索條件下的平均反應時(RTs)分彆為[(614.27 ±85.25)ms,(645.46 ±80.24)ms],[(710.24 ±131.42)ms,(765.53 ±142.53)ms].組內平均RTs差異具有顯著性(P<0.05);組間平均RTs差異具有顯著性(P<0.01).2.網癮組在3箇提示線索水平上的RTs[網絡遊戲圖片(643.65 ±90.82)ms,中性麵孔圖片(616.73 ±82.19)ms,中性風景圖片(629.21 ±78.20)ms],短于對照組[網絡遊戲圖片(744.54 ±140.42)ms,中性麵孔圖片(727.98 ±142.26)ms,中性風景圖片(741.13 ±138.21)ms],差異具有顯著性(P<0.05).3.網癮組在三箇提示線索圖片水平上RTs從有效提示[網絡遊戲圖片(619.02±91.00)ms,中性麵孔圖片(604.90 ±90.71)ms,中性風景圖片(618.87 ±77.85)ms]至無效提示[網絡遊戲圖片(668.28 ±86.27)ms,中性麵孔圖片(628.56 ±73.53)ms,中性風景圖片(639.54 ±79.54)ms]的變化趨勢(斜率)差異具有顯著性(P<0.05).結論 網絡遊戲成癮者在外源性和內源性註意定嚮兩方麵同時提升,其中內源性註意能力的提升權重可能大于外源性註意.
목적 탐토유희경험대망락유희성은자주의정향적영향.방법 채용개량적주의망락측시범식대17명망락유희성은자진행측시,분석성은자적상응행위학표현.결과 1.망은조여대조조재유효화무효량충제시선색조건하적평균반응시(RTs)분별위[(614.27 ±85.25)ms,(645.46 ±80.24)ms],[(710.24 ±131.42)ms,(765.53 ±142.53)ms].조내평균RTs차이구유현저성(P<0.05);조간평균RTs차이구유현저성(P<0.01).2.망은조재3개제시선색수평상적RTs[망락유희도편(643.65 ±90.82)ms,중성면공도편(616.73 ±82.19)ms,중성풍경도편(629.21 ±78.20)ms],단우대조조[망락유희도편(744.54 ±140.42)ms,중성면공도편(727.98 ±142.26)ms,중성풍경도편(741.13 ±138.21)ms],차이구유현저성(P<0.05).3.망은조재삼개제시선색도편수평상RTs종유효제시[망락유희도편(619.02±91.00)ms,중성면공도편(604.90 ±90.71)ms,중성풍경도편(618.87 ±77.85)ms]지무효제시[망락유희도편(668.28 ±86.27)ms,중성면공도편(628.56 ±73.53)ms,중성풍경도편(639.54 ±79.54)ms]적변화추세(사솔)차이구유현저성(P<0.05).결론 망락유희성은자재외원성화내원성주의정향량방면동시제승,기중내원성주의능력적제승권중가능대우외원성주의.
Objective To explore the facilitative mechanism of the behavioral improvement resulting from gaming experience in internet gaming addicts. Methods Seventeen gaming addicts and twenty normal subjects were involved in the study, and their behavioral performance were evaluated by using the revised paradigm of event-related design. Results 1. Mean reaction times (RTs) under valid and invalid cue conditions were ( (614.27 ± 85.25)ms,(645.4±80.24)ms)and ((710.24 ± 131.42)ms,(765.53 ± 142. 53)ms) respectively. There were statistically significant differences of mean RTs within each group (P < 0. 05 ) and between the two groups (P < 0.01 ). 2. There were statistically significant differences of mean RTs on three cue levels between addiction group (online game picture(643.65 ±90.82) ms,neutral face picture(616. 73 ±82. 19)ms,neutral picture(629. 21 ± 78.20)ms) and control group(game picture (744. 54 ± 140. 42) ms, neutral face picture ( 727. 98 ± 142.26)ms, neutral picture(741. 13 ±138. 21)ms, P<0.05).3. There were statistically significant differences on trends of mean RTs on three cue levels of addiction group between valid cue condition ( online game picture (619. 02 ± 91.00) ms,neutral face picture (604.90 ±90. 71 )ms,neutral picture (618.87 ±77.85)ms) and invalid cue con-dition( online game picture ( 668. 28 ± 86. 27 ) ms, neutral face picture ( 628. 56 ± 73. 53 ) ms, neutral picture (639.54 ±79. 54) ms, P<0. 05). Conclusion Both exogenous and endogenous attention orientation are improved in internet gaming addicts. Enhancement of endogenous attention function resulting from gaming experience might be greater than that of exogenous attention.