Abstract

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. Key words: Internet game; Addiction; Behavioral; Exogenous attention; Endogenous attention

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