| Literature DB >> 28092198 |
Franziska Jeromin1, Nele Nyenhuis2, Antonia Barke1.
Abstract
Background and aims Internet Gaming Disorder is included in the Diagnostic and statistical manual of mental disorders (5th edition) as a disorder that merits further research. The diagnostic criteria are based on those for Substance Use Disorder and Gambling Disorder. Excessive gamblers and persons with Substance Use Disorder show attentional biases towards stimuli related to their addictions. We investigated whether excessive Internet gamers show a similar attentional bias, by using two established experimental paradigms. Methods We measured reaction times of excessive Internet gamers and non-gamers (N = 51, 23.7 ± 2.7 years) by using an addiction Stroop with computer-related and neutral words, as well as a visual probe with computer-related and neutral pictures. Mixed design analyses of variance with the between-subjects factor group (gamer/non-gamer) and the within-subjects factor stimulus type (computer-related/neutral) were calculated for the reaction times as well as for valence and familiarity ratings of the stimulus material. Results In the addiction Stroop, an interaction for group × word type was found: Only gamers showed longer reaction times to computer-related words compared to neutral words, thus exhibiting an attentional bias. In the visual probe, no differences in reaction time between computer-related and neutral pictures were found in either group, but the gamers were faster overall. Conclusions An attentional bias towards computer-related stimuli was found in excessive Internet gamers, by using an addiction Stroop but not by using a visual probe. A possible explanation for the discrepancy could lie in the fact that the visual probe may have been too easy for the gamers.Entities:
Keywords: Internet Gaming Disorder; MMORPG; addiction Stroop; attentional bias; visual probe
Mesh:
Year: 2016 PMID: 28092198 PMCID: PMC5322995 DOI: 10.1556/2006.5.2016.012
Source DB: PubMed Journal: J Behav Addict ISSN: 2062-5871 Impact factor: 6.756
Figure 1.Sequence of one trial in the visual probe. A computer-related picture and a neutral picture appeared for 150 or 450 ms (short or long stimulus onset asynchronies), followed by a blank screen for 50 ms, a yellow square (here depicted in white) on the right or left side for 200 ms, and a blank screen for 1000 or 2000 ms (inter-trial interval). In trials with a short stimulus onset asynchrony, the blank screen was presented afterwards for 300 ms so that each trial lasted 1700 or 2700 ms
Descriptive statistics for the excessive Internet gamers and the non-gamers
| Excessive Internet gamers ( | Non-gamers( | |
| Sex (% male) | 81.0 | 63.3 |
| Age (years) | 22.9 ± 2.1 | 24.5 ± 3.2 |
| Private computer usage per day (h) | 4.7 ± 2.9 | 2.0 ± 1.4 |
Figure 2.Mean reaction times (± SE) to neutral and computer-related words in the addiction Stroop. Brackets indicate significant post-hoc tests, *p < .05, **p < .01
Reaction times (ms) to neutral and computer-related words with short and long stimulus onset asynchronies in the visual probe
| Short stimulus onset asynchrony | Long stimulus onset asynchrony | ||||||||
| Neutral | Computer-related | Neutral | Computer-related | ||||||
| Group | |||||||||
| Excessive Internet gamers | 30 | 331.2 | 31.9 | 336.1 | 31.8 | 319.5 | 30.2 | 317.9 | 25.9 |
| Non-gamers | 21 | 353.4 | 42.4 | 355.2 | 43.2 | 341.8 | 39.1 | 342.3 | 40.9 |
Figure 3.Mean reaction times (± SE) to neutral and computer-related pictures with short and long stimulus onset asynchronies (SOA) in the visual probe
Figure 4.Mean valence and familiarity (± SE) of neutral and computer-related words (left) and pictures (right) in the addiction Stroop and the visual probe. Brackets indicate significant post-hoc tests, *p < .05, **p < .01 ***p < .001