青少年網(wǎng)絡(luò)游戲成癮診斷標(biāo)準(zhǔn)的修訂、成癮模型的構(gòu)建與防治研究
發(fā)布時(shí)間:2018-06-25 20:03
本文選題:神經(jīng)管理學(xué) + 網(wǎng)絡(luò)游戲成癮; 參考:《浙江大學(xué)》2012年博士論文
【摘要】:隨著互聯(lián)網(wǎng)絡(luò)等基礎(chǔ)設(shè)施的不斷拓展和完善,快速普及的互聯(lián)網(wǎng)絡(luò)使得中國(guó)的網(wǎng)絡(luò)游戲產(chǎn)業(yè)迅速蓬勃發(fā)展起來(lái),網(wǎng)絡(luò)游戲玩家數(shù)量持續(xù)高速增長(zhǎng),尤其是中小學(xué)低年齡的新玩家的持續(xù)加入,使得網(wǎng)絡(luò)游戲市場(chǎng)不斷地?cái)U(kuò)大。但是同時(shí)也出現(xiàn)了大量的青少年網(wǎng)游玩家沉迷于網(wǎng)絡(luò)游戲中甚至產(chǎn)生心理依賴的成癮癥狀。由此,社會(huì)各界的注意力已經(jīng)集中于網(wǎng)絡(luò)游戲的過(guò)度使用上。 目前對(duì)網(wǎng)絡(luò)成癮的概念、界定標(biāo)準(zhǔn)和測(cè)量工具都存在較大爭(zhēng)議,研究?jī)?nèi)容以及技術(shù)路線都存在很多分歧和問(wèn)題,更缺乏整合的理論模型。本論文通過(guò)相關(guān)文獻(xiàn)的回顧,以及網(wǎng)絡(luò)游戲相關(guān)資料的收集,實(shí)證研究與腦電分析相結(jié)合的研究方式,進(jìn)行了2個(gè)專題的研究,分別為:1)網(wǎng)絡(luò)游戲成癮診斷標(biāo)準(zhǔn)的修訂;2)網(wǎng)絡(luò)游戲成癮模型的構(gòu)建,以此來(lái)系統(tǒng)探討網(wǎng)絡(luò)游戲的形成機(jī)制,來(lái)更好地解釋成癮記憶、注意偏向和沖動(dòng)控制是如何與成癮行為的重要方面相聯(lián)系的。 在網(wǎng)絡(luò)游戲成癮診斷標(biāo)準(zhǔn)的修訂專題中,我們發(fā)現(xiàn)現(xiàn)有的網(wǎng)絡(luò)成癮診斷量表采用的界定指標(biāo)大都不是網(wǎng)絡(luò)成癮的關(guān)鍵,也不是網(wǎng)絡(luò)成癮的必有特性,未能體現(xiàn)出成癮的生理特性,缺乏效度和信度,未能正確區(qū)分出網(wǎng)絡(luò)成癮者和高涉入度的網(wǎng)絡(luò)沉迷者,這使得很多研究得出的網(wǎng)癮比率被高估。因此,需要一個(gè)客觀的校標(biāo),對(duì)已有的界定指標(biāo)進(jìn)行驗(yàn)證和修正。 本研究在以往多種量表的基礎(chǔ)上,對(duì)具有相同含義僅文字表述不一致的癥狀進(jìn)行歸類,對(duì)一個(gè)問(wèn)項(xiàng)中同時(shí)描述多個(gè)癥狀的,拆分為不同的問(wèn)項(xiàng)(一個(gè)問(wèn)項(xiàng)只描述一個(gè)癥狀),并使用統(tǒng)一的術(shù)語(yǔ),由此產(chǎn)生了由13個(gè)問(wèn)項(xiàng)組成的初始網(wǎng)絡(luò)游戲成癮量表。為了矯正初始量表,我們用這個(gè)量表來(lái)測(cè)量已經(jīng)有明確分類的一群被試,進(jìn)而依據(jù)測(cè)量結(jié)果與這群被試的分類的一致程度,來(lái)修正量表。這里的一個(gè)關(guān)鍵問(wèn)題是,這群被試的分類應(yīng)當(dāng)是被科學(xué)地驗(yàn)證了的。本研究采用事件相關(guān)腦電位方法,采用成癮記憶Stroop實(shí)驗(yàn)范式,找到了可以區(qū)分網(wǎng)絡(luò)游戲成癮者和正常網(wǎng)絡(luò)使用者的客觀電生理指標(biāo),驗(yàn)證了這個(gè)分類。通過(guò)對(duì)這群已經(jīng)被驗(yàn)證了的兩組被試的問(wèn)卷測(cè)量,刪除了不能正確反應(yīng)分類的問(wèn)項(xiàng),形成了“網(wǎng)絡(luò)游戲成癮量表”,并對(duì)此進(jìn)行了信度和效度的測(cè)量,驗(yàn)證了“網(wǎng)絡(luò)游戲成癮量表”的穩(wěn)定性、可靠性和有效性。之后并依據(jù)測(cè)量結(jié)果,給出了推斷被試成癮傾向程度的總分分界值。 在專題二的網(wǎng)絡(luò)游戲成癮模型的構(gòu)建上,本研究采用了5組實(shí)驗(yàn),系統(tǒng)考察了網(wǎng)絡(luò)游戲成癮者成癮記憶及其腦機(jī)制(采用成癮記憶Stroop實(shí)驗(yàn)范式),網(wǎng)絡(luò)游戲成癮者對(duì)網(wǎng)絡(luò)游戲相關(guān)正性線索的注意偏向(采用成癮Stroop實(shí)驗(yàn)范式)和前注意偏向(修正的Stroop顏色棒實(shí)驗(yàn)范式),網(wǎng)絡(luò)游戲成癮者對(duì)新異刺激的朝向反應(yīng)(新異P3a實(shí)驗(yàn)范式),網(wǎng)絡(luò)游戲成癮者對(duì)網(wǎng)絡(luò)游戲相關(guān)線索的沖動(dòng)控制及其腦機(jī)制(修正的GoStop實(shí)驗(yàn)范式)等,力圖來(lái)解釋成癮記憶、注意偏向和沖動(dòng)控制在網(wǎng)絡(luò)游戲成癮形成機(jī)制上面的各自作用及相互聯(lián)系。 基于以上2個(gè)專題的研究,本研究在最后試圖尋找對(duì)網(wǎng)絡(luò)游戲成癮有效的干預(yù)措施,實(shí)現(xiàn)對(duì)病態(tài)行為的有效管理。本研究提出,應(yīng)將沉迷于網(wǎng)絡(luò)游戲的愛(ài)好者和網(wǎng)絡(luò)游戲成癮者區(qū)分開(kāi)來(lái)。預(yù)防和控制網(wǎng)絡(luò)成癮行為的最佳時(shí)間關(guān)鍵點(diǎn)應(yīng)該在成癮行為發(fā)生的誘發(fā)階段,采取措施避免易癮人群長(zhǎng)期接觸與網(wǎng)絡(luò)有關(guān)的誘發(fā)因素,從而有效地防止網(wǎng)絡(luò)成癮行為的產(chǎn)生。 本研究建議在網(wǎng)絡(luò)成癮的防治工作中構(gòu)建一級(jí)防預(yù)體系和二級(jí)防預(yù)體系。在這兩級(jí)的預(yù)防體系,我們主要控制的人群是正常的網(wǎng)絡(luò)使用者和網(wǎng)絡(luò)沉迷者。 本研究是神經(jīng)病態(tài)行為管理學(xué)研究的一次探索,在研究方法、研究?jī)?nèi)容、研究范式和對(duì)策措施上均具有交叉學(xué)科的創(chuàng)新之處,也具有較強(qiáng)的現(xiàn)實(shí)意義。主要有如下三個(gè)創(chuàng)新點(diǎn): (1)本研究采用事件相關(guān)腦電位(ERP)方法,采用成癮記憶Stroop實(shí)驗(yàn)范式,找到了可以區(qū)分網(wǎng)絡(luò)游戲成癮者和正常網(wǎng)絡(luò)使用者的客觀電生理指標(biāo),以此為一個(gè)客觀的校標(biāo),來(lái)對(duì)界定指標(biāo)進(jìn)行驗(yàn)證和修正。其意義在于,以往國(guó)內(nèi)外網(wǎng)絡(luò)成癮的界定量表多是由研究者根據(jù)各自對(duì)網(wǎng)絡(luò)成癮的概念、對(duì)網(wǎng)絡(luò)成癮行為臨床癥狀的觀察和參照DSM-IV(《精神疾病的診斷與統(tǒng)計(jì)手冊(cè)》第四版)及其它成癮行為的界定指標(biāo)而改寫的,缺乏一個(gè)客觀科學(xué)的生理指標(biāo)來(lái)做校標(biāo)校準(zhǔn),其測(cè)量工具缺乏效度和信度,不能正確區(qū)分出網(wǎng)絡(luò)成癮者和高涉入度的網(wǎng)絡(luò)沉迷者。本研究運(yùn)用ERP技術(shù)尋找到了網(wǎng)絡(luò)游戲成癮者所特有的腦電生理指標(biāo),以此為校標(biāo),構(gòu)建了穩(wěn)定的、可靠的以及有效的“網(wǎng)絡(luò)游戲成癮量表”,并給出了推斷被試成癮傾向程度的總分分界值。 (2)本研究從神經(jīng)機(jī)制上面探討了網(wǎng)絡(luò)游戲的形成機(jī)制,系統(tǒng)探討了網(wǎng)絡(luò)游戲成癮者對(duì)網(wǎng)絡(luò)游戲相關(guān)線索的加工特性的動(dòng)態(tài)變化及其腦機(jī)制,完善整合了成癮模型。本研究發(fā)現(xiàn),網(wǎng)絡(luò)游戲成癮作為行為成癮中的一類,其存在著對(duì)網(wǎng)絡(luò)游戲相關(guān)線索特有的成癮記憶。當(dāng)網(wǎng)絡(luò)游戲成癮者面對(duì)成癮相關(guān)正性線索時(shí),成癮記憶被誘發(fā),產(chǎn)生成癮線索可用性的期望,由此成癮者的注意偏向(和主觀渴求感)得以產(chǎn)生。并且這一過(guò)程不僅發(fā)生在無(wú)意識(shí)的早期自動(dòng)階段,還發(fā)生在有意識(shí)的、可控的信息加工解釋階段。而網(wǎng)游成癮者對(duì)成癮相關(guān)正性線索的注意偏向又會(huì)削弱他們的抑制控制能力,有助于他們做出沖動(dòng)的決策,使其網(wǎng)絡(luò)游戲的使用行為失抑制。以上的系統(tǒng)研究從某種程度上證實(shí)了無(wú)物質(zhì)基礎(chǔ)的心因性行為成癮也具有與物質(zhì)成癮類似的生理機(jī)制,這可能證實(shí)了行為同樣可以引起成癮行為的產(chǎn)生,這也就是說(shuō),物質(zhì)(或者藥物)可能已經(jīng)不是界定是否成癮的核心,成癮的核心也許應(yīng)該是不顧消極后果的個(gè)體有害行為的持續(xù)發(fā)展。 (3)本研究基于新形成的“網(wǎng)絡(luò)游戲成癮量表”和網(wǎng)絡(luò)游戲成癮模型,提出構(gòu)建網(wǎng)絡(luò)游戲成癮的預(yù)防二級(jí)體系和救治體系,提倡必須首先科學(xué)診斷,將網(wǎng)絡(luò)游戲使用者進(jìn)行正確的狀態(tài)區(qū)分,針對(duì)不同的網(wǎng)絡(luò)使用狀態(tài)展開(kāi)相對(duì)應(yīng)的防治措施,并需將防治的關(guān)鍵人群放在網(wǎng)絡(luò)沉迷者群體,而從沉迷階段過(guò)渡到成癮階段是防控的關(guān)鍵時(shí)間點(diǎn),此研究為我國(guó)網(wǎng)絡(luò)游戲產(chǎn)業(yè)的監(jiān)管和網(wǎng)絡(luò)成癮的干預(yù)策略研究提供了新的研究思路和策略指導(dǎo)。
[Abstract]:With the continuous expansion and improvement of the Internet and other infrastructure, the rapid popularization of the Internet makes the Internet game industry in China rapid and rapid growth. The number of players in the network game continues to increase rapidly, especially the continuous addition of new players of the low age of primary and secondary schools, which makes the online game market constantly expanding. A large number of teenager online gamers are addicted to online games and even addictive symptoms of psychological dependence. From this, the attention of all walks of life has been focused on the overuse of online games.
There are many controversies on the concept, definition and measurement tools of the Internet addiction. There are many differences and problems in the research content and technical route, and there is a lack of integrated theoretical model. This paper is reviewed by relevant literature, and the collection of related information on network games, and the research of the combination of empirical and EEG analysis. 2 topics are studied: 1) revision of the diagnostic criteria for online game addiction; 2) the construction of a network game addiction model to systematically explore the formation mechanism of network games, to better explain the memory of addiction, and how the bias and impulsive control are related to the important aspects of the addiction behavior.
In the revision of the diagnostic criteria for online game addiction, we find that the existing network addiction diagnosis scale is not the key to the Internet addiction, and it is not the necessary characteristic of the Internet addiction. It can not reflect the physiological characteristics of the addiction, lack of validity and reliability, and fail to correctly distinguish the Internet addicts and high involvement. Network addicts, which have led to the overestimation of the ratio of Internet addiction to many studies. Therefore, an objective calibration is needed to verify and amend the existing definition.
On the basis of a variety of previous scales, this study classifies the symptoms with the same meaning, describes multiple symptoms at the same time, divides into different questions (a question only describes one symptom), and uses a unified term, resulting in the creation of an initial network game consisting of 13 questions. In order to correct the initial scale, we use this scale to measure a group of subjects that have been clearly classified, and then modify the scale according to the consistency of the results and the classification of the group. One of the key problems here is that the classification of this group should be scientifically verified. This study uses event correlation. The brain potential method, using the addictive memory Stroop experimental paradigm, found the objective electrophysiological indicators that could distinguish between the online game addicts and the normal network users, and verified this classification. By measuring the two groups of subjects that had been verified, the questions that could not be correctly classified were deleted, and a "network game" was formed. The reliability and validity of the addiction scale was measured to verify the stability, reliability and effectiveness of the "Internet game addiction scale", and then the total score of the tendency of addictive addiction was deducted according to the results of the survey.
In the construction of the two Internet game addiction model, 5 groups of experiments were used to investigate the addiction memory and its brain mechanism of Internet game addicts (using the Stroop experimental paradigm of addiction memory), and the annotation bias of Internet game addicts on the positive clues related to online games (using the paradigm of addiction Stroop experiment) and the pre attention bias. To the (modified Stroop color stick experimental paradigm), the direction response of the Internet game addicts to the new stimuli (New P3a experimental paradigm), the impulsive control of the Internet game addicts on the Internet game related clues and the brain mechanism (the modified GoStop experimental paradigm), try to explain the addiction memory, pay attention to the bias and impulse control in the online games. The mechanism and mechanism of addiction formation.
Based on the study of the 2 topics above, this study tries to find effective intervention measures for Internet game addiction and effective management of morbid behavior. This study suggests that people who are addicted to online games should be distinguished from online game addicts. The best time key to prevent and control Internet addiction should be made. In the induced phase of the addiction behavior, measures should be taken to avoid the long-term exposure of the addictive population to the network related factors, so as to effectively prevent the generation of Internet addiction.
This study suggests building a first class prevention system and a two level prevention system in the prevention and control of Internet addiction. In this two level of prevention system, the main control of the population is the normal network users and network addicts.
This study is an exploration of the research on neuropathic behavior management. It has the innovation of cross discipline in research methods, research content, research paradigm and countermeasures. It has three innovative points as follows:
(1) this study adopts the event related brain potential (ERP) method and uses the Stroop experimental paradigm of addictive memory to find out the objective electrophysiological indicators that can distinguish between the Internet game addicts and the normal network users, which is an objective calibration to verify and amend the definition of the index. The significance lies in the field of Internet addiction in the past and outside the country. According to the concept of the Internet addiction, the researcher rewrites the observation and reference of the clinical symptoms of the Internet addiction behavior and the reference DSM-IV (the fourth edition of the diagnostic and Statistical Manual of mental illness) and the definition of other addictive behaviors. It lacks an objective scientific physiological index to calibrate the calibration, and the measurement tools are lacking. The validity and reliability of Internet addicts and high involvement network addicts are not correctly identified. This study uses ERP technology to find the specific EEG physiological indexes of Internet game addicts, and constructs a stable, reliable and effective "Internet game addiction scale", and gives an inference of the addictive inclination of the subjects. The demarcation value of the total score to the degree.
(2) this study explores the formation mechanism of network games from the neural mechanism, systematically discusses the dynamic changes in the processing characteristics of the Internet game addicts and their brain mechanisms, and improves the integration of the addiction model. This study finds that online game addiction is a kind of behavior addiction, and it exists online games. When Internet game addicts face positive clues to addiction, addiction memory is induced, resulting in the expectation of the availability of addiction cues, resulting in the addiction (and subjective craving) of addicts, and this process occurs not only in the early automatic phase of the unconscious, but also in the consciousness. The attention bias of the addicts to the positive clues of the addiction will weaken their control ability and help them to make impulsive decisions and make the use of their online games out of control. Addiction also has a physiological mechanism similar to substance addiction, which may prove that behavior can also cause the production of addictive behavior, which means that material (or drugs) may not be the core of the definition of addiction, and the core of addiction may be the continuous development of individual harmful behavior regardless of negative consequences.
(3) based on the newly formed "Internet game addiction scale" and the Internet game addiction model, this research puts forward the two level prevention system and treatment system for the construction of Internet game addiction. It is advocated that the first scientific diagnosis must be first made to distinguish the users from the network games correctly, and the corresponding prevention and control measures for different network use states should be carried out. It is necessary to put the key population of prevention and control to the group of Internet addicts, and the transition from the addictive stage to the addiction stage is the key time point of prevention and control. This research provides new research ideas and strategy guidance for the supervision of the network game industry and the study of the intervention strategy of Internet addiction.
【學(xué)位授予單位】:浙江大學(xué)
【學(xué)位級(jí)別】:博士
【學(xué)位授予年份】:2012
【分類號(hào)】:R749.9
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