4.4 Article

Biased processing of game-related information in problematic mobile gaming users

期刊

JOURNAL OF BEHAVIORAL ADDICTIONS
卷 12, 期 2, 页码 480-489

出版社

AKADEMIAI KIADO ZRT
DOI: 10.1556/2006.2023.00031

关键词

problematic mobile gaming; game-related cues; attentional bias

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This study investigated the processing bias for game-related cues in problematic mobile gamers (PMGs) both under and above the threshold of conscious awareness. The results showed that PMGs, but not casual players (CPs), exhibited an attentional bias for game-related cues. This indicates that the bias in PMGs can be observed both preconsciously and consciously.
Background and aims: The present study investigated processing bias for game-related cues in problematic mobile gamers (PMGs) under or above the threshold of conscious awareness. Methods: In Experiment 1, all participants (20 PMGs and 23 casual players (CPs)) finished a masked visual probe task during a brief (17ms) masked exposure condition. In Experiment 2, an unmasked visual probe task was conducted by an additional forty participants (20 PMGs and 20 CPs) at two exposure durations (200 and 500ms). Results: Results showed that PMGs, but not CPs, had an attentional bias for gamerelated cues which had been presented with two exposure durations (17 and 200ms). Discussion and conclusion: In conclusion, the present study provides evidence that bias in PMGs could be observed both preconsciously and consciously. The results are discussed with reference to incentive sensitization theory and automatic action schema theory.

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