| Literature DB >> 25615595 |
Yuan-Wei Yao1, Pin-Ru Chen1, Song Li2, Ling-Jiao Wang3, Jin-Tao Zhang4, Sarah W Yip5, Gang Chen6, Lin-Yuan Deng7, Qin-Xue Liu8, Xiao-Yi Fang9.
Abstract
Individuals with Internet gaming disorder (IGD) tend to exhibit disadvantageous risky decision-making not only in their real life but also in laboratory tasks. Decision-making is a complex multifaceted function and different cognitive processes are involved in decision-making for gains and losses. However, the relationship between impaired decision-making and gain versus loss processing in the context of IGD is poorly understood. The main aim of the present study was to separately evaluate decision-making for risky gains and losses among college students with IGD using the Cups task. Additionally, we further examined the effects of outcome magnitude and probability level on decision-making related to risky gains and losses respectively. Sixty college students with IGD and 42 matched healthy controls (HCs) participated. Results indicated that IGD subjects exhibited generally greater risk taking tendencies than HCs. In comparison to HCs, IGD subjects made more disadvantageous risky choices in the loss domain (but not in the gain domain). Follow-up analyses indicated that the impairment was associated to insensitivity to changes in outcome magnitude and probability level for risky losses among IGD subjects. In addition, higher Internet addiction severity scores were associated with percentage of disadvantageous risky options in the loss domain. These findings emphasize the effect of insensitivity to losses on disadvantageous decisions under risk in the context of IGD, which has implications for future intervention studies.Entities:
Mesh:
Year: 2015 PMID: 25615595 PMCID: PMC4304794 DOI: 10.1371/journal.pone.0116471
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Demographic, Internet use lifetime, the CIAS scores and time spent on IGD subjects and HCs.
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| mean ± S.D. | mean ± S.D. | ||
| Age | 22.40 ± 2.07 | 22.38 ± 2.10 | 0.05 |
| Years of education | 15.60 ± 1.81 | 15.60 ± 1.85 | 0.01 |
| Internet use lifetime (in years) | 9.33 ± 2.79 | 8.88 ± 2.80 | 0.81 |
| CIAS scores | 79.47 ± 8.77 | 36.05 ± 6.60 | 27.14 |
| Time spent on Internet gaming per week (in hours) | 20.97 ± 10.00 | 1.00 ± 0.49 (n = 22) | 15.41 |
* P < .05;
** P < .01;
*** P < .001.
S.D. = standard deviation; IGD = Internet gaming disorder; HCs = healthy controls.
Figure 1Decision-making performance for IGD subjects and HCs on the Cups task.
Mean percentage of risky choices made in (A) the gain and (B) the loss domain, as a function of EV level and group. Error bars reflect standard errors. IGD = Internet gaming disorder; HCs = healthy controls; EV = expected value; RA = risk advantageous; EQEV = equal expected value; RD = risk disadvantageous.
Effect of probability level and outcome magnitude on risk taking as a function of domains and groups.
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| Gain domain | |||
| Group | 0.27 | 0.19 | 2.00 |
| Probability level | 1.05 | 0.08 | 156.61 |
| Outcome magnitude | 1.12 | 0.08 | 179.35 |
| Group × probability level | -0.19 | 0.11 | 3.09 |
| Group × outcome magnitude | -0.18 | 0.11 | 3.07 |
| Loss domain | |||
| Group | 0.41 | 0.21 | 3.88 |
| Probability level | -1.12 | 0.08 | 179.75 |
| Outcome magnitude | -0.97 | 0.08 | 135.30 |
| Group × probability level | 0.29 | 0.10 | 8.03 |
| Group × outcome magnitude | 0.41 | 0.10 | 15.93 |
* P < .05;
** P < .01;
*** P < .001.
S.E. = standard error.