Excessive Internet gaming and decision making: Do excessive World of Warcraft players have problems in decision making under risky conditions?

Excessive Internet gaming and decision making: Do excessive World of Warcraft players have problems in decision making under risky conditions?
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DOI:
10.1016/j.psychres.2011.05.017
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发表时间:
2011-08-15
影响因子:
11.3
通讯作者:
Brand, Matthias
Brand, Matthias
中科院分区:
医学2区
文献类型:
--
作者:
Pawlikowski, Mirko;Brand, Matthias

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过度上网的功能失调行为,例如尽管会产生负面的长期后果,但更喜欢立即奖励(玩魔兽世界),这可能与药物滥用者或行为成瘾者的功能失调行为相当,例如吸毒。病态赌博。在这些疾病中,已证明存在一般决策缺陷。因此,本工作的目的是检查过度魔兽世界玩家的决策能力。对 19 名过度网络游戏玩家 (EIG) 和由 19 名非网络游戏玩家组成的对照组 (CG) 进行了决策能力比较。骰子游戏任务(GOT)用于衡量风险条件下的决策。此外,还对两组的心理精神症状进行了评估。 EIG 显示 GOT 的决策能力下降。此外,与 CG 组相比,EIG 组表现出更高的心理精神症状。结果表明,EIG 的决策能力下降与其他形式的行为成瘾(例如病理性赌博)、冲动控制障碍或药物滥用者的患者相当。因此,这些结果表明,过度的互联网游戏可能是基于对未来的短视,这意味着 EIG 更喜欢玩《魔兽世界》,尽管这会给社交或工作生活领域带来长期的负面影响。 (C) 2011 Elsevier Ireland Ltd. 保留所有权利。
The dysfunctional behavior of excessive Internet garners, such as preferring the immediate reward (to play World of Warcraft) despite the negative long-term consequences may be comparable with the dysfunctional behavior in substance abusers or individuals with behavioral addictions, e.g. pathological gambling. In these disorders, general decision-making deficits have been demonstrated. Hence, the aim of the present work was to examine decision-making competences of excessive World of Warcraft players. Nineteen excessive Internet gamers (EIG) and a control group (CG) consisting of 19 non-garners were compared with respect to decision-making abilities. The Game of Dice Task (GOT) was applied to measure decision-making under risky conditions. Furthermore psychological-psychiatric symptoms were assessed in both groups. The EIG showed a reduced decision-making ability in the GOT. Furthermore the EIG group showed a higher psychological-psychiatric symptomatology in contrast to the CG. The results indicate that the reduced decision-making ability of EIG is comparable with patients with other forms of behavioral addiction (e.g. pathological gambling), impulse control disorders or substance abusers. Thus, these results suggest that excessive Internet gaming may be based on a myopia for the future, meaning that EIG prefer to play World of Warcraft despite the negative long-term consequences in social or work domains of life. (C) 2011 Elsevier Ireland Ltd. All rights reserved.