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病态计算机成瘾者改变的奖惩过程——一个在半自然条件下的游戏设计的ERP研究结果摘要Introduction:InternetGamingDisorderhasbeenaddedasaresearchdiagnosisinsectionIIIfortheDSM-V.Previousfindingsfromneuroscientificresearchindicateanenhancedmotivationalattentiontowardcuesrelatedtocomputergames,similartofindingsinsubstance-relatedaddictions.OntheotherhandinclinicalobservationalstudiestoleranceeffectsarereportedbypatientswithInternetGamingdisorder.InthepresentstudyweinvestigatedwhetheranenhancedmotivationalattentionortoleranceeffectsarepresentinpatientswithInternetGamingDisorder.介绍:网络成瘾障碍已经被列入DSM-5第三部分的一项分析调查诊断分析。先前的神经科学的研究已经指出了(网络成瘾者)对于网络游戏的注意力有提高,这与相关物质成瘾相似。另一方面,临床调查研究了网路成瘾患者忍耐力的影响。Methods:AclinicalsamplefromtheOutpatientClinicforBehavioralAddictionsinMainz,Germanywasrecruited,fulfillingthediagnosticcriteriaforInternetGamingDisorder.Inasemi-naturalEEGdesignparticipantsplayedacomputergameduringtherecordingofevent-relatedpotentialstoassessrewardprocessing.方法:在临床门诊病人中筛选出符合网络成瘾障碍标准的一个样本,在半自然的EEG设计中进行网络游戏,并记录该过程的势函数和评估其奖惩过程。Results:TheresultsindicatedanattenuatedP300forpatientswithInternetGamingDisorderinresponsetorewardsincomparisontohealthycontrols,whilethelatencyofN100wasprolongedandtheamplitudeofN100wasincreased.结果:结果显示网络成瘾者在对奖励的反应上相对于健康组在P300上较弱,并且N100的潜伏期延长,振幅增加。Conclusions:OurfindingssupportthehypothesisthattoleranceeffectsarepresentinpatientswithInternetGamingDisorder,whenactivelyplayingcomputergames.Inaddition,theinitialorientingtowardthegamingrewardissuggestedtoconsumemorecapacityforpatientswithInternetGamingDisorder,whichhasbeensimilarlyreportedbyotherstudieswithothermethodologicalbackgroundindisordersofsubstance-relatedaddictions.结论:我们的研究支持“忍耐力的影响在网络成瘾者进行网络游戏的过程中体现出来”这一假设。先前对于游戏奖赏的定向研究认为网络成瘾者消耗了更多的容量,这和其他对于物质成瘾方法论背景研究的成果相似。Event-relatedpotentialsincentivesensitizationinternetgamingdisorderpathologicalcomputergamingpsychophysiologicalresponsestolerance关键词:事件相关势函数;刺激敏感性;网络游戏障碍;病态网络游戏;生理心理学反应;忍耐力。介绍Theexcessiveuseofapplicationsintheinternet,predominantlytheuseofonlinegames,hasbeenunderinvestigationbyagrowingnumberofresearchersduringthepast10years.InternetGamingDisorder(IGD)hasbeenaddedasaresearchdiagnosisinsectionIIIfortherecentlypublishedDSM-Vinthenewdiagnosticchapter“SubstanceUseandAddictiveDisorders”,while“GamblingDisorder”isproposedtobeincludedinthesectionasafirstbehavioraladdictiondiagnosis.网络成瘾现象在不断上升,网络成瘾障碍已被列入DSM-5的第三部分作为新的诊断章节“物质使用及成瘾障碍”,然而“赌博障碍”也被提议被包含进该章节作为第一大行为成瘾诊断。Themotivationalrelevanceofaddiction-specificcuesinthedevelopmentofaddictionhasbeenreportedinnumerousstudies,whichfocusonhowthebrainofaddictedindividuals,regardlessofthespecificformofdependence,reactstowardthoseaddiction-relatedcues.Thisideaisbasedontheassumptionthatthebrainisnotabletoprocessallenvironmentalstimulisimultaneously.Behaviorallyimportantinformationisthereforeselectivelyattendedto,whichisthoughttobeguidedbystimulus-relatedeffectsbutalsobypropertiesoftheobserverhimself.特殊成瘾的动机相关性在成瘾的发展中已经在许多研究中被多次报道,它们关注于成瘾个体的大脑是如何不顾特殊形式的成瘾而反应于成瘾相关线索的。这些观点基于一个假说:大脑不能同时处理所有的环境刺激。行为上的重要信息是选择性地处理与刺激相关的影响并且取决于观察者自身的人格。(切)Broschsuggestthatdifferentsubprocessesareactingtogethertoformselectiveattention.Theseincludenetworksforendo-andexogenouscues,butalsospecialprocessesforemotionallysalientcues.Selectiveattentiontowardthesecuesisthoughttobeunconscious,however,influencedbycurrentemotionalstates(e.g.Foxetal.2001;Bishopetal.2004,2007).ThedevelopmentofunconsciousselectiveattentiontowardbehaviorallyrelevantcuesinaddictionisdescribedbythetheoreticalframeworkofincentivesensitizationbyRobinsonandBerridge(2003)asincreased“wanting”ofthedrug/behaviorthroughanalterationofthebrainrewardsystemisbasictocue-reactivityparadigms.Theseparadigmsassesshowthebrainreactstocuesthathavebecomemotivationallyrelevanttotheaddictedindividual.Brosch认为不同的处理器同时工作以形成选择注意。这包括网络的内在和外在线索以及突出情绪线索的特别过程。情绪注意指向于取决于当前情绪状态的无意识线索。对于成瘾行为的相关线索的无意识注意被Robinson和Berridge的刺激敏感化的理论框架描述为,大脑通过相关线索的形态改变了奖赏系统,使得对于药物和行为的“wanting”增加。这些线索形态评估了大脑是如何对成为成瘾个体的动机相关线索作出反应。Thalemanninvestigatedspecificcue-reactivitytocomputergame-relatedcuesinexcessivecomputergamersbyusingelectroencephalography(EEG).Theycomparedthereactionsofexcessive(gamersmeetingatleastthreecriteriaforIGD)andcasualcomputergamerstocomputergame-relevantand-irrelevantcuestofindoutwhetheremotionalprocessingdifferedbetweenthegroups.Theexcessivecomputergamerswerefoundtohaveanincreasedresponsetothecomputergame-relevantcuesincomparisontothecasualgamerswhorespondedtothecomputergame-relevantcuesinthesamewayastotheneutralcues.Anenhancedlatepositivecomplex(LPC)whichseemstobefunctionallysimilartotheP300componentintheERPwasrecordedfortheexcessivecomputergamersasareactiontothecomputergame-relevantcues.CasualgamersdisplayedanenhancedLPConlyforcuesofemotionalvalence(positiveandnegative).Thispatternissimilartoreactionsofsubstance-dependentsubjectstosubstance-relevantcuesandofpathologicalgamblerstogambling-cues……Thalemann在过度网络游戏者身上用EEG研究了对电脑游戏相关线索的特别线索反应。他们比较了过度计算机游戏者和临时计算机游戏者对计算机游戏相关线索和非相关线索的反应以找出两者情绪加工过程是否有差异。网络游戏成瘾者表现出对电脑游戏相关线索增加的反应,而临时游戏对照组表现出对电脑游戏相关线索与中性线索一样的反应。在功能上相似于P300原件的LPC(后正复合体)被用于记录网络游戏者
本文标题:病态计算机成瘾者的改变的奖惩过程
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