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Executive Function And Affective Decision Making Of College Students With Internet-game Addiction

Posted on:2016-08-07Degree:MasterType:Thesis
Country:ChinaCandidate:Y ZhangFull Text:PDF
GTID:2285330461470829Subject:Applied Psychology
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Objective This study was able to discuss the executive function and emotional decision-making ability about college students with Internet-game addiction, and try to explore the characteristics of the two points on college students with internet-games addiction. Synthetic analysis the effect of network game addiction on cognitive function ,is not only to provide the reference and basis of further analysis of the cognitive function and formation of college students with internet addiction, but also to provide theoretical foundation for the prevention and treatment of college students with Internet-game addiction.Methods This study used the Young Internet addiction questionnaire and the Internet game addiction diagnosis scale to choose 36 person each in the Internet-game addiction group and healthy control group .For the students of a university in Hefei, all the subjects were right-handed, normal vision, no major physical disease and mental disease, no any drug and alcohol addiction etc. Addiction experience respectively of the two groups were tested by the trail making test (TMT), strop test (Stroop test, st a Chinese version), the Iowa Gambling Task (Iowa Gambling Task IGT).To investigate the executive function and emotional decision-making ability of the Internet game addiction subjects and normal subjects, and analyze the differences between the two groups.Results 1:the Internet-game addiction group in attachment Ⅰ and attachment Ⅱ task completion time is shorter than the control group, and there are significant differences in attachment Ⅱ(t = 2.43, P< 0.01). In addition, the attachment interference effect of Internet-game addiction group was also significantly shorter than the control group (t = 4.15, P< 0.01). The attention of the Internet-game addiction groups had no conversion and perform functions such as cognitive flexibility is better than the control group subjects.; 2:in the Stroop - A, Stroop - B and Stroop - C, Internet-game addiction group on the number of errors and the control group there was no significant difference (P> 0.05); But the reaction time is shorter than the control group, (Stroop - A:t = 4.47, P< 0.01, Stroop - B:t = 4.71, P< 0.01 Stroop - C:t = 3.43, P = < 0.01); Online game addiction group Stroop interference effect (SIE) has significant difference compared with control group (t = 3.75, P< 0.01). Indicate that the network game addiction group subjects perception reaction processing speed significantly faster than the control group subjects, and attention, selective attention and response inhibition ability was also significantly better than the control group subjects; 3:the Iowa Gambling Task (the Iowa Gambling Task, IGT), Internet addiction group net score (5.13+5.13) less than healthy controls (2.43 + / - 16.74), the difference was statistically significant, two groups of subjects in five net score alone is showing on the block: healthy controls on blockl, block2, net scores and Internet addiction groups has no statistical significance, in block3 Block4 and Block5 net score higher than in the control group to online game addiction group (all p < 0.05). Can be seen from the table below, on the first and the second module, Internet-game addiction group and the control group subjects average net scores were negative, but with the increase of number of decisions, net score of control group was gradually increased, in the third decision module to favor choose net score (positive), and as you progress through the experiment, the control of net score increase gradually; Internet-game addiction group net score of subjects in five decision policy module is always negative, and Internet-game addiction group in every area on the net score is always lower than the control group.Conclusion The Internet-game addiction group’s attention transformation, selective attention, executive function such as response inhibition is better than that of normal control group. This may relate to their playing computer games often. The players use the training of action and thinking for a long time, so as to improve the reaction ability of their own. In the test of emotional decision-making ability, the performance of the Internet-game addiction group is significantly different from the control group, the addiction group always preferred high risk of high risk of card A and B, the behavior patterns that show "immediate gain priority" and the high tolerance to risk. And with the experiment, the correct choice strategy is not formed. The network game addicts executive function and affective decision-making ability appeared obvious separation. It also shows that the implementation of the conversion, inhibition and emotional decision-making is two completely different cognitive process.
Keywords/Search Tags:Internet-game Addict, Executive Function, Affective Decision making, Color Trail Test, Stroop Test
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