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The Dynamic Characteristics Of Acquiring And Utilizing Auditory Information Of Internet Game Addiction Tendency

Posted on:2019-07-21Degree:MasterType:Thesis
Country:ChinaCandidate:Y R ShaoFull Text:PDF
GTID:2405330548468439Subject:Basic Psychology
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With the development of technology,network technology has brought us a lot of convenience,but it also brings many problems,such as online game addiction.Since the 1990s,many researchers have conducted extensive research on online game addicts.Studies have shown that high-level cognitive processing(eg,memory,language,etc.)of online game addiction tendencies is impaired,but The visual research results are inconsistent.In the past,research on the perception of online game addicts mainly focused on the visual,but the incentive provided by online games was both visual and auditory.Individual processing of information includes the primary processing of information and advanced processing of information,and advanced information processing is based on primary information processing.The cognitive process is an information processing process consisting of information acquisition,code storage,extraction and use,and other cognitive operations.However,in the research of advanced cognitive processing of online game addiction,there is no research to investigate online game addiction.Persons who are inclined to use information on the sensory level to use.Therefore,based on the deficiencies of existing research,this study aims to investigate the situation of the acquisition of auditory information and the use of acquired information by online game addiction tendencies and further investigate its neural mechanism in conjunction with ERP technology.In Study 1,the mechanism of the auditory information acquisition of online game addiction tendencies was investigated using the single factor group design,the independent variable as the subject type,and the“active listening”experimental paradigm.The study found that:(1)The correct rate of information acquisition in the noise environment of online game addiction tendency group was significantly higher than that of non-network game addiction group.(2)The latent period of auditory N1 components in the online game addiction tendency group was significantly higher than that of the non-network addiction group,and the difference in amplitude was not significant.In study two,the single-factor team design was used to examine the mechanism of the use of acquired auditory information to solve the CRAT task.The study found that:(1)The correct rate of using the auditory information obtained by online game addicts to resolve CRAT tasks was significantly lower than that of non-Internet addiction groups.(2)Within 150ms~300ms of using clues to resolve CRAT tasks,there was no significant difference in the amplitude of brain power between the two groups;within 350-450ms,there was a significant difference in the volatility of the two groups of participants,ie,the tendency of online game addiction.The brain wave amplitude is even more negative than the non-network game addiction tendency group.This study shows that compared with non-network game addiction tendencies,online game addiction tendencies can acquire more auditory target information in a noisy environment,and the ability to distinguish the target sound stimulation changes in a noise environment is better.Online game addiction tendencies have the ability to process words and have semantic processing capabilities.However,the ability to use clues for online game addiction tendencies is damaged,and the ability to integrate and utilize information is somewhat impaired.
Keywords/Search Tags:internet game-addiction tendency, auditory information acquisition, use of information, neural mechanism
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