کد مقاله | کد نشریه | سال انتشار | مقاله انگلیسی | نسخه تمام متن |
---|---|---|---|---|
351006 | 618461 | 2011 | 6 صفحه PDF | دانلود رایگان |
There is considerable dispute regarding the nature of excessive or problematic Internet-related behaviour and whether it constitutes a clinical addiction. Classification of excessive gaming is hindered by a lack of experimental research investigating behavioural responses from gamers and comparing these patterns to those found in established addictions. We investigated whether an attentional bias for gaming-related words existed for addicted Massively Multiplayer Online Role-Playing Gamers (MMORPGers) identified using the Addiction–Engagement Questionnaire.Forty frequent MMORPGers (15 female) and 19 non-MMORPGers (eight female) completed a computerised modified Stroop task comprised of game-related, negative and neutral word lists, Addiction–Engagement Questionnaire, Depression, Anxiety and Stress Scale 21, gaming-related variables. The results indicated that addicted MMORPGers had significantly longer reaction times to negative and MMORPG words compared to neutral words, whereas highly engaged and non-MMORPG participants showed no such bias. The presence of an attentional bias in addicted MMORPGers is comparable with research investigating this behavioural response in established addictions.
► Addicted gamers showed an attentional bias whereas highly engaged gamers did not.
► Addicted gamers were identified using a polythetic method.
► Negative relationship was found between attentional bias and degree of addiction.
► No differences in depression, anxiety or stress between addicted gamers and controls.
Journal: Computers in Human Behavior - Volume 27, Issue 5, September 2011, Pages 1942–1947