| Literature DB >> 32047450 |
Lucio Gros1,2, Nicolas Debue1, Jonathan Lete1, Cécile van de Leemput1.
Abstract
Internet gaming disorder is characterized by a severely reduced control over gaming, resulting in an increasing gaming time and leading to negative consequences in many aspects of the individual life: personal, family, social, occupational and other relevant areas of functioning (World Health Organization). In the last years, the significant boom in using video games has been raising health issues that remain insufficiently understood. The extent of this phenomenon (the estimated prevalence is between 1.7 and 10% of the general population) has led the mentioned Organization to include gaming disorders in the list of mental health conditions (2018). Several studies show converging findings that highlight the common brain activities between substance use disorders and behavioral addictions (i.e., gaming disorders). Addiction specialists observed that addict subjects tend to confuse pleasure with happiness when linking emotional states to their addictive activities. As far as we know, beyond the mentioned observations, distinguishing the perception of these two emotional states in the frame of an addiction has not been yet the object of formal research. This study aims at examining the possible confusion between pleasure and happiness within the addiction sphere. Video game addiction has been chosen to explore the possible occurrence of this perceptional distortion. A mixed design lab-based study was carried out to compare between video games addicts and non-addicts (between-subjects), and video games-related activities and neutral activities (within-subject). Emotional reactions were gauged by self-reported scales and physiological data acquired through a range of biosensors: Relaxation and Hearth Rate. From a therapeutic standpoint, this research intends to explore alternatives to deal with this sort of disorders. More specifically, at the cognitive level, the idea is elaborating guidelines to develop patients' insights into these emotional states and thus increasing their ability to handle them. Overall, several indices resulting from this study constitute a bundle of arguments that argue in favor of the confusion between pleasure and happiness made by addict users when associating their affective states to video gaming. Furthermore, this approach illustrates how reappraising emotions may contribute to reducing the perceptional distortion of these emotional states.Entities:
Keywords: addiction; confusion; emotional states; pleasure and happiness; video games
Year: 2020 PMID: 32047450 PMCID: PMC6996247 DOI: 10.3389/fpsyg.2019.02894
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
FIGURE 1Synthetic view of the experimental phases.
Summary of the expected results.
| Addict Users (AU | Happiness and VG > Pleasure and VG | – VG clip increasing effect on craving – VG clip increasing effect on HR – VG clip decreasing effect on relaxation | Happiness and VG > Pleasure and VG | Happiness and VG > Pleasure and VG | Pleasure and VG > Happiness and VG |
| Non Addict Users (NAU) | Pleasure and VG > Happiness and VG | Pleasure and VG > Happiness and VG | Pleasure and VG > Happiness and VG | Pleasure and VG > Happiness and VG |
Synthetic view of independent and dependent variables.
| – Addict Users (AU) – Non-Addict Users (NAU) | – Happiness and/or Pleasure associated to VG (6-items) | – Heart Rate and Relaxation – Craving score | – Happiness and/or Pleasure associated to VG (3-bipolar items) – Key words associated to VG – Happiness or Pleasure associated to VG (1 bipolar item) |
Descriptive statistics of “Pleasure and/or Happiness associated with VG” (6-items): [Pleasure (P), Happiness (H) associated with VG].
| Item 1 P/VG | NAU | 17 | 13.69 | 231.00 |
| AU | 12 | 17.00 | 294.00 | |
| Item 2 H/VG | NAU | 17 | 11.35 | 193.00 |
| AU | 12 | 20.17 | 242.00 | |
| Item 3 P/VG | NAU | 17 | 13.41 | 228.00 |
| AU | 12 | 17.25 | 207.00 | |
| Item 4 H/VG | NAU | 17 | 12.18 | 207.00 |
| AU | 12 | 19.00 | 228.00 | |
| Item 5 P/VG | NAU | 17 | 14.06 | 239.00 |
| AU | 12 | 16.33 | 196.00 | |
| Item 6 H/VG | NAU | 17 | 11.03 | 187.50 |
| AU | 12 | 20.63 | 247.50 | |
| Mean P/VG | NAU | 17 | 12.88 | 219.00 |
| AU | 12 | 18.00 | 216.00 | |
| Mean H/VG | NAU | 17 | 10.59 | 180.00 |
| AU | 12 | 21.25 | 255.00 |
Descriptive statistics for self-report Craving.
| Neutral clips | NAU | 2.27 | 1.09 | 0.222 | –0.954 | 17 |
| AU | 2.02 | 0.98 | 1.617 | 2.567 | 10 | |
| Total | 2.17 | 1.03 | 1.062 | 1.248 | 27 | |
| VG clips | NAU | 4.11 | 0.82 | –0.169 | 0.135 | 17 |
| AU | 4.96 | 0.52 | –2.523 | 7.414 | 10 | |
| Total | 4.42 | 0.82 | –1.271 | 2.528 | 27 |
FIGURE 2Self-report craving (groups: AU, NAU; conditions: Neutral clips, VG clips).
Descriptive statistics: Relaxation index (EEG EPOC, Emotiv software).
| Neutral clips | NAU | 0.33 | 0.07 | –0.873 | 1.095 | 15 |
| AU | 0.24 | 0.09 | 1.256 | 3.303 | 11 | |
| Total | 0.29 | 0.08 | 0.292 | 0.460 | 26 | |
| VG clips | NAU | 0.31 | 0.05 | –1.380 | 1.390 | 15 |
| AU | 0.23 | 0.07 | 1.633 | 4.688 | 11 | |
| Total | 0.28 | 0.07 | 0.292 | 2.630 | 26 |
FIGURE 3Relaxation [groups: AU, NAU; Conditions: (1) Neutral clips, (2) VG clips].
Descriptive statistics: Heart Rate (HR).
| Neutral clips | NAU | 78.36 | 7.94 | 0.054 | –0.292 | 9 |
| AU | 79.51 | 8.36 | 2.130 | 5.013 | 8 | |
| Total | 78.90 | 7.90 | 0.972 | 1.530 | 17 | |
| VG clips | NAU | 80.29 | 9.20 | –0.502 | 0.219 | 9 |
| AU | 81.58 | 9.34 | 2.037 | 4.661 | 8 | |
| Total | 80.89 | 8.99 | 0.614 | 1.535 | 17 |
FIGURE 4Heart Rate [groups: AU, NAU; Conditions: Neutral clips (1), VG clips (2)].
Descriptive Statistics: Pleasure/VG vs. Happiness/VG (3 bipolar items).
| Mean | NAU | 17 | 11.76 | 200.00 |
| AU | 12 | 19.58 | 235.00 | |
| Bipolar item 1 | NAU | 17 | 13.29 | 226.00 |
| AU | 12 | 17.42 | 209.00 | |
| Bipolar item 2 | NAU | 17 | 13.91 | 236.50 |
| AU | 12 | 16.54 | 198.50 | |
| Bipolar item 3 | NAU | 17 | 13.3 | 221.50 |
| AU | 12 | 17.79 | 213.50 |
Descriptive statistics: number of words per category (Pleasure, Happiness) associated to VG play chosen by NAU and AU.
| % | NAU (N17) | 17 × 3 words = 51 | 19.60 | 47.05 | 33.33 | 100 |
| % | AU (12) | 12 × 3 words = 36 | 22.22 | 47.22 | 30.55 | 100 |
Descriptive statistics: Happiness/VG or Pleasure/VG (1 bipolar item, with Definitions of Pleasure and Happiness shown to subjects).
| NAU | 4.82 | 0.636 | 17 | |
| AU | 4.58 | 1.379 | 12 |
Synthetic view of self-report results (Emotional states associated with VG play).
| Results | AU associated more Happiness to VG than NAU (Significant difference) | AU associated more Happiness to VG than NAU (Significant difference) | Both groups associated Pleasure and Happiness to VG (No significant difference) | Both groups associated Pleasure to VG (No significant difference) |
Descriptive statistics for self-report Craving, Relaxation, Heart Rate.
| Neutral clips | NAU | 2.27 | 1.09 | 0.222 | –0.954 | 17 |
| AU | 2.02 | 0.98 | 1.617 | 2.567 | 10 | |
| Total | 2.17 | 1.03 | 1.062 | 1.248 | 27 | |
| VG clips | NAU | 4.11 | 0.82 | –0.169 | 0.135 | 17 |
| AU | 4.96 | 0.52 | –2.523 | 7.414 | 10 | |
| Total | 4.42 | 0.82 | –1.271 | 2.528 | 27 | |
| Neutral clips | NAU | 0.33 | 0.07 | –0.873 | 1.095 | 15 |
| AU | 0.24 | 0.09 | 1.256 | 3.303 | 11 | |
| Total | 0.29 | 0.08 | 0.292 | 0.460 | 26 | |
| VG clips | NAU | 0.31 | 0.05 | –1.380 | 1.390 | 15 |
| AU | 0.23 | 0.07 | 1.633 | 4.688 | 11 | |
| Total | 0.28 | 0.07 | 0.292 | 2.630 | 26 | |
| Neutral clips | NAU | 78.36 | 7.94 | 0.054 | –0.292 | 9 |
| AU | 79.51 | 8.36 | 2.130 | 5.013 | 8 | |
| Total | 78.90 | 7.90 | 0.972 | 1.530 | 17 | |
| VG clips | NAU | 80.29 | 9.20 | –0.502 | 0.219 | 9 |
| AU | 81.58 | 9.34 | 2.037 | 4.661 | 8 | |
| Total | 80.89 | 8.99 | 0.614 | 1.535 | 17 |
FIGURE 5Shift of AU perception of their emotional states associated with VG according to the self-report tools.