| Literature DB >> 27776420 |
Franziska Jeromin1, Winfrief Rief1, Antonia Barke1.
Abstract
Background and aims People with substance abuse and pathological gamblers show an attentional bias. In a laboratory setting, we found an attentional bias using an addiction Stroop in adults with Internet Gaming Disorder (IGD). We aimed at investigating this effect using two web-based experiments. Methods Study 1: Gamers with IGD, casual gamers, and non-gamers (N = 81, 28.1 ± 7.8 years) completed a web-based addiction Stroop with a fully randomized word order. They saw computer-related and neutral words in four colors and indicated the word color via keypress. Study 2: Gamers with IGD, casual gamers, and non-gamers (N = 87, 23.4 ± 5.1 years) completed a web-based addiction Stroop and a classical Stroop (incongruent color and neutral words), which both had a block design. We expected that in both studies, only the gamers with IGD would react more slowly to computer-related words in the addiction Stroop. All groups were expected to react more slowly to incongruent color words in the classical Stroop. Results In neither study did the gamers with IGD differ in their reaction times to computer-related words compared to neutral words. In Study 2, all groups reacted more slowly to incongruent color words than to neutral words confirming the validity of the online reaction time assessment. Discussion Gamers with IGD did not show a significant attentional bias. IGD may differ from substance abuse and pathological gambling in this respect; alternatively experimenting on the Internet may have introduced error variance that made it harder to detect a bias.Entities:
Keywords: Internet Gaming Disorder; Stroop; addiction Stroop; attentional bias
Mesh:
Year: 2016 PMID: 27776420 PMCID: PMC5370372 DOI: 10.1556/2006.5.2016.075
Source DB: PubMed Journal: J Behav Addict ISSN: 2062-5871 Impact factor: 6.756
Descriptive statistics for the gamers with IGD, the casual gamers, and the non-gamers in Study 1
| Gamers with IGD | Casual gamers | Non-gamers | ||||
|---|---|---|---|---|---|---|
| Male | Female | Male | Female | Male | Female | |
| Sex | 19 | 8 | 19 | 8 | 19 | 8 |
| Age (years) | 24.9 | 7.4 | 28.3 | 7.4 | 31.2 | 7.7 |
| Recreational Internet usage apart from gaming (hr/week) | 19.7 | 23.2 | 14.3 | 16.9 | 12.7 | 11.1 |
Characteristics of the gamers with IGD and the casual gamers regarding their gaming usage in Study 1
| Gamers with IGD | Casual gamers | |||||||
|---|---|---|---|---|---|---|---|---|
| Gaming time (hr/week) | 22.9 | 15.6 | 11.2 | 7.1 | 3.528 | 36.5 | .001 | 0.965 |
| Duration of gaming sessions (hr) | 3.9 | 2.8 | 2.7 | 1.3 | 2.100 | 36.2 | .043 | 0.550 |
| Years of gaming | 4.8 | 1.9 | 4.5 | 2.7 | 0.480 | 46.9 | .633 | – |
| CIUS score | 33.4 | 3.3 | 4.4 | 1.6 | 41.424 | 37.1 | <.001 | 11.183 |
Welch’s t-test.
Figure 1.Mean reaction times (±SE) to neutral and computer-related words in the addiction Stroop in Study 1
Figure 2.Valence and familiarity ratings (±SE) of neutral and computer-related words in the addiction Stroop in Study 1. Brackets indicate significant post-hoc tests, *p < .001
Descriptive statistics for the gamers with IGD, the casual gamers, and the non-gamers in Study 2
| Gamers with IGD | Casual gamers | Non-gamers | ||||
|---|---|---|---|---|---|---|
| Male | Female | Male | Female | Male | Female | |
| Sex | 29 | 0 | 29 | 0 | 29 | 0 |
| Age (years) | 23.3 | 5.3 | 23.3 | 5.3 | 23.5 | 4.9 |
| Recreational Internet usage apart from gaming (hr/week) | 18.4 | 21.8 | 11.8 | 10.8 | 19.3 | 15.7 |
Characteristics of the gamers with IGD and the casual gamers regarding their gaming usage in Study 2
| Gamers with IGD | Casual gamers | |||||||
|---|---|---|---|---|---|---|---|---|
| Gaming time (hr/week) | 25.2 | 20.2 | 10.3 | 7.8 | 3.722 | 36.2 | .001 | 0.973 |
| Duration of gaming sessions (hr) | 4.9 | 3.8 | 2.8 | 2.3 | 2.630 | 46.5 | .012 | 0.669 |
| Years of gaming | 11.8 | 4.7 | 11.2 | 4.9 | 0.491 | 55.8 | .625 | – |
| CIUS score | 29.0 | 11.3 | 12.1 | 6.9 | 6.866 | 46.3 | <.001 | 1.805 |
Welch’s t-test.
Figure 3.Mean reaction times (±SE) to neutral and computer-related words in the addiction Stroop in Study 2
Figure 4.Valence and familiarity ratings (±SE) of neutral and computer-related words in the addiction Stroop in Study 2. Brackets indicate significant post-hoc tests, *p < .001
Figure 5.Mean reaction times (±SE) to neutral and computer-related words in the classical Stroop in Study 2