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The Impact Of College Students’ Overuse Of Online Games On Implicit Recognition Of Emotional Faces

Posted on:2023-08-24Degree:MasterType:Thesis
Country:ChinaCandidate:A J LiangFull Text:PDF
GTID:2555306935496904Subject:Applied psychology
Abstract/Summary:PDF Full Text Request
The use of online games by teenagers always seems to be accompanied by a state of excessive love,addiction and even addiction.Appropriate gaming behaviors can help teenagers and college students relax their minds and body after study,meet new friends,expand their social circles,and also help stimulate their potentials and help them cope with challenges in a moderately tense state.However,excessive use of online games or addiction to online games can damage individuals’ physical and mental health,and even cause a series of psychosomatic diseases,which can have a non-negligible impact on their study,life,and interpersonal relationships,such as a decline in grades,and parents and classmates.Interpersonal relationships between teachers are tense,and even physical diseases such as spinal and lumbar degenerative diseases,gastrointestinal disorders,etc.However,according to many domestic and foreign studies,the excessive use of online games and online game addiction are not equivalent concepts,and the degree of impact on people’s cognitive and executive functions is not the same,which needs to be distinguished in research.Among them,the influence on the ability to recognize other people’s emotional information is the most frequently mentioned in various studies.The ability to recognize the emotional information of other people’s faces is also an important part of human emotional intelligence,which occupies an important position in social communication.Therefore,in order to explore the differences in the impact of college students’ use of online games on emotional face recognition.In this study,an emotional face implicit recognition task was used,and EEG data were collected at the same time.On the one hand,it supplements the empirical data of the research on the overuse of online games in our country.With the help of EEG cognitive behavioral experiments,100 subjects were recruited among college students.After completing the scale screening,subjects were divided into two groups.A mixed design of 2 × 3 × 3 × 3 was used,and 2(grouping by degree of use)was a between-subject design.3(emotional face picture type)× 3(electrode position)× 3(hemisphere type)is a within-subject design,and each group is assigned 20 subjects,each group receives the same Oddball experimental treatment,and the experimental process of the subjects is collected.The EEG data in and the selected event-related potentials(P2,P3)were analyzed,which were converted into digitized data for statistical analysis.The research results are as follows:(1)The main effect of online game usage is significant.The group with low degree of online game use showed more obvious P3 than the group with high online game addiction.(2)The main effect of emotional face picture type was significant.Positive emotional faces evoked more pronounced and larger P3 than neutral and negative emotional faces.(3)The main effect of hemisphere type was significantly different.The evoked mean P2 and P3 amplitudes had earlier latencies and larger amplitudes in the right hemisphere of the brain than in the left hemisphere.Demonstrated right hemisphere dominance in emotion recognition cognition.Conclusions:(1)There are significant differences in the average P3 amplitude(400-450ms)in the emotional face implicit recognition task between the groups with low online game use and the groups with high online game use.Groups with a high degree of use showed more obvious and larger P3.(2)In the emotional face implicit recognition task,all three different emotion types showed significant differences in the average amplitude of P3(400-450 ms,450-500ms).Both the groups with high and low levels of online game usage showed more obvious and larger P3 for positive emotional faces.(3)In the emotional face implicit recognition task,the main effect of hemisphere type was significantly different.Right hemisphere dominance is manifested in both P2 and P3 mean swings.
Keywords/Search Tags:overuse of online games, emotional face recognition, college students, implicit, ERPs
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