摘要
目的:探讨大学生网络游戏过度使用者在"冷"、"热"表征下的优势反应抑制功能特点,当刺激材料为低情绪卷入时为冷表征,当刺激材料为高情绪卷入时为热表征。方法:招募113名大学生,使用网络成瘾损害指标(IAII)及网络游戏成瘾量表(IAS)进行筛查,选取IAII≥40分、IAS>5分者为网络游戏过度使用组(n=16);选取IAII<40分、IAS<1分者为正常对照组(n=15)。采用2×2混合设计,使用GO/NOGO任务范式进行测量,根据情绪卷入程度的不同将呈现的刺激材料分为网络无关刺激材料和网络相关刺激材料两种,记录每位被试的正确率、NOGO错误率及GO反应时,以此反映被试在"冷"、"热"两种表征下的优势反应抑制功能情况。结果:在网络无关刺激材料下,两组被试的GO/NOGO总正确率、GO反应时、NOGO错误率,差异均无统计学意义(P>0.050);在网络相关刺激材料下,网络游戏过度使用组的GO/NOGO总正确率低于正常对照组[(0.87±0.06)vs.(0.93±0.02),P<0.050],NOGO刺激的反应错误率高于正常对照组[(0.39±0.14)vs.(0.21±0.05),P<0.050],GO反应时差异无统计学意义。方差分析显示,组别和刺激材料对总正确率的交互作用有统计学意义(P<0.050);组别和刺激材料对NOGO刺激反应错误率的交互作用有统计学意义(P<0.005);组别和刺激材料对GO反应时的交互作用无统计学意义(P>0.05)。结论:网络游戏过度使用者对优势反应的抑制能力在"冷"、"热"两种表征下是相互分离的,冷系统中与网络无关反应的抑制能力没有受损,只表现在热系统中与网络有关反应的抑制能力受损。
Objective:To explore the traits of pre-potent response inhibition under "cold" and "hot" representations in college excessive internet users (EIUers). The cold representation meant the stimuli w as low emotional involvement,the hot representation w as high emotional involvement. Methods: Totally 113 college students participated in the research and w ere screened w ith the Internet Addiction Impairment Index (IAII) and Internet Addiction Scale (IAS). Sixteen students w ith the IAII scores of ≥40 and IAS scores of 5 w ere selected as the EIU group, and 15 students w ith the IAII scores of 40 and IAS scores of 1 w ere selected as the control group. The experiment w ere conducted by 2 × 2 composite design. A variant of GO / NOGO task w ere collected to measure the prepotent response inhibition capability,but changed the nature of the stimuli based upon the level of emotion involvement. The total accurate rate,NOGO error rate and GO reaction time of each subject w ere analyzed and indicated the pre-potent response inhibition functions in both "cold" and "hot" conditions. Results: There w as no significant difference betw een tw o subject groups in total accurate rates,GO reaction time and NOGO error rates w ith internet irrelevant stimulus (P〉0. 050). In internet related stimulus condition,the total accurate rates w ere low er in the EIU group than in the control group [ (0. 87 ± 0. 06) vs. (0. 93 ± 0. 02),P 〈0. 050],the NOGO error rates w ere higher in the EIU group than in the control group [ (0. 39 ± 0. 14) vs. (0. 21 ± 0. 05),P〈0. 050],and the GO reaction time betw een tw o groups had no significant difference. The ANOVA show ed that the interaction effect betw een groups and stimuli w as significant on total accuracy (P〈 0. 05) and NOGO error rate (P〈 0. 005),but not significant on GO reaction time (P〉0. 05). Conclusion: It suggests that the response inhibition capability w ithout internet stimuli in the "cold" condition may be not impaired,and only the response inhibition capability w ith internet stimuli in the "hot" condition is impaired. Excessive internet game using could be meaningfully view ed as very similar to a behavior control disorder.
出处
《中国心理卫生杂志》
CSSCI
CSCD
北大核心
2014年第5期374-380,共7页
Chinese Mental Health Journal
基金
南京财经大学高教研究所课题基金(GJ1309)
关键词
网络游戏过度使用
执行功能
优势反应抑制功能
“冷”表征
“热”表征
实验心理学
excessive internet use
executive function
pre-potent response inhibition
"cold" representa-tion
"hot" representation
experimental psychology