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网络游戏障碍大学生的神经认知及心理分析

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目的 探讨网络游戏障碍大学生的神经认知及心理状态.方法 通过校园张贴海报招募、班级心理委员会推荐、学校心理协会推荐等方式招募大学生,以王者荣耀游戏为例,通过网络成瘾量表(Internet Addiction Test,IAT)评估网络成瘾性,应用网络游戏成瘾(internet gaming disorder,IGD)评估受试者网络游戏成瘾性,随机选取80例IAT得分在50分及以上级IGD得分在5分以上者视为王者荣耀成瘾者,纳入游戏障碍组;随机选取80例IAT得分在50分以下及IGD得分在5分以下的王者荣耀电竞玩家纳入电竞组;随机选取80例IAT得分在50分以下及IGD得分在5分以下的王者荣耀普通玩家纳入健康对照组,对比分析受试者对游戏渴求程度、人格特质、情绪状态及神经认知功能.结果 游戏障碍组视觉模拟量表(Visual Analogue Scale,VAS)评分、艾森克人格问卷(Eysenck Personality Questionnaire,EPQ)评分、汉密顿焦虑量表(Hamilton Anxiety Scale,HAMA)评分、汉密顿抑郁量表(Hamilton Depression Scale,HAMD)评分均显著高于电竞组、健康对照组(P<0.05),电竞组VAS评分、EPQ评分、HAMA评分、HAMD评分均显著高于健康对照组(P<0.05);游戏障碍组延迟记忆、注意力、语言、视觉空间结构、即刻记忆评分及总分均显著低于电竞组、健康对照组(P<0.05),电竞组前述指标均显著低于健康对照组(P<0.05).结论 网络游戏障碍严重影响了大学生的心理健康、认知功能,需要引起高度重视,并采取有效的预防和干预措施.同时,参与电竞活动也可能对大学生心理健康及认知功能造成一定损害,亦需引起关注.
Neurocognitive and psychological analysis of college students with online gaming disorder
Objective To explore the neurocognition and psychological state of college students with online gaming disorder.Methods College students were recruited by posters posted on campus,recommended by class psy-chology committee and school psychology association.Taking King of Glory Game as an example,internet addiction was assessed by Internet Addiction Test(IAT),and internet gaming disorder(IGD)was used to assess the subjects'online game addiction.80 cases with IAT scores of 50 and higher IGD scores of 5 were randomly selected as King of Glory ad-dicts and included in the gaming disorder group.Randomly selected 80 players with IAT score below 50 and IGD score below 5 into the esports group.A total of 80 common players with IAT scores below 50 and IGD scores below 5 were ran-domly selected to be included in the healthy control group,the subjects'desire for games,personality state,emotional state and neurocognitive function were compared and analyzed,and the data were analyzed by SPSS 23.0 statistical software.Results Visual Analogue Scale(VAS)score,Eysenck Personality Questionnaire(EPQ)score,Hamilton Anxiety Scale(HAMA)、HAMA score and Hamilton Depression Scale(HAMD)score of gaming disorder group were significantly higher than those of e-sports group and healthy control group(P<0.05),and VAS score,EPQ score,HAMA score and HAMD score of e-sports group were significantly higher than those of healthy control group(P<0.05).Delayed memory,attention,language,visuospatial structure,immediate memory score and total score in gaming disorder group were significantly lower than those in e-sports group and healthy control group(P<0.05),while delayed memory,attention,language,visuospatial structure,immediate memory score and total score in e-sports group were significantly lower than those in healthy control group(P<0.05).Conclusion Online gaming disorder seriously af-fects the mental health,and cognitive function of college students,which needs to be paid more attention to,and ef-fective prevention and intervention measures should be taken.At the same time,participation in e-sports activities may also cause certain damage to college students'mental health and cognitive function,which also needs to be paid atten-tion to.

Network game disorderCollege studentsNeurocognitionPsychological

邝嘉仪、谢雪珍、梁嘉权、谭奕伟、丁婉媚、刘益亮

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佛山市第三人民医院/佛山市精神卫生中心(佛山,528000)

网络游戏障碍 大学生 神经认知 心理

2024

国际精神病学杂志
中南大学

国际精神病学杂志

CSTPCD
影响因子:1.426
ISSN:1673-2952
年,卷(期):2024.51(6)