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青少年网络游戏成瘾诊断标准的修订、成瘾模型的构建与防治研究

发布时间:2018-06-25 20:03

  本文选题:神经管理学 + 网络游戏成瘾 ; 参考:《浙江大学》2012年博士论文


【摘要】:随着互联网络等基础设施的不断拓展和完善,快速普及的互联网络使得中国的网络游戏产业迅速蓬勃发展起来,网络游戏玩家数量持续高速增长,尤其是中小学低年龄的新玩家的持续加入,使得网络游戏市场不断地扩大。但是同时也出现了大量的青少年网游玩家沉迷于网络游戏中甚至产生心理依赖的成瘾症状。由此,社会各界的注意力已经集中于网络游戏的过度使用上。 目前对网络成瘾的概念、界定标准和测量工具都存在较大争议,研究内容以及技术路线都存在很多分歧和问题,更缺乏整合的理论模型。本论文通过相关文献的回顾,以及网络游戏相关资料的收集,实证研究与脑电分析相结合的研究方式,进行了2个专题的研究,分别为:1)网络游戏成瘾诊断标准的修订;2)网络游戏成瘾模型的构建,以此来系统探讨网络游戏的形成机制,来更好地解释成瘾记忆、注意偏向和冲动控制是如何与成瘾行为的重要方面相联系的。 在网络游戏成瘾诊断标准的修订专题中,我们发现现有的网络成瘾诊断量表采用的界定指标大都不是网络成瘾的关键,也不是网络成瘾的必有特性,未能体现出成瘾的生理特性,缺乏效度和信度,未能正确区分出网络成瘾者和高涉入度的网络沉迷者,这使得很多研究得出的网瘾比率被高估。因此,需要一个客观的校标,对已有的界定指标进行验证和修正。 本研究在以往多种量表的基础上,对具有相同含义仅文字表述不一致的症状进行归类,对一个问项中同时描述多个症状的,拆分为不同的问项(一个问项只描述一个症状),并使用统一的术语,由此产生了由13个问项组成的初始网络游戏成瘾量表。为了矫正初始量表,我们用这个量表来测量已经有明确分类的一群被试,进而依据测量结果与这群被试的分类的一致程度,来修正量表。这里的一个关键问题是,这群被试的分类应当是被科学地验证了的。本研究采用事件相关脑电位方法,采用成瘾记忆Stroop实验范式,找到了可以区分网络游戏成瘾者和正常网络使用者的客观电生理指标,验证了这个分类。通过对这群已经被验证了的两组被试的问卷测量,删除了不能正确反应分类的问项,形成了“网络游戏成瘾量表”,并对此进行了信度和效度的测量,验证了“网络游戏成瘾量表”的稳定性、可靠性和有效性。之后并依据测量结果,给出了推断被试成瘾倾向程度的总分分界值。 在专题二的网络游戏成瘾模型的构建上,本研究采用了5组实验,系统考察了网络游戏成瘾者成瘾记忆及其脑机制(采用成瘾记忆Stroop实验范式),网络游戏成瘾者对网络游戏相关正性线索的注意偏向(采用成瘾Stroop实验范式)和前注意偏向(修正的Stroop颜色棒实验范式),网络游戏成瘾者对新异刺激的朝向反应(新异P3a实验范式),网络游戏成瘾者对网络游戏相关线索的冲动控制及其脑机制(修正的GoStop实验范式)等,力图来解释成瘾记忆、注意偏向和冲动控制在网络游戏成瘾形成机制上面的各自作用及相互联系。 基于以上2个专题的研究,本研究在最后试图寻找对网络游戏成瘾有效的干预措施,实现对病态行为的有效管理。本研究提出,应将沉迷于网络游戏的爱好者和网络游戏成瘾者区分开来。预防和控制网络成瘾行为的最佳时间关键点应该在成瘾行为发生的诱发阶段,采取措施避免易瘾人群长期接触与网络有关的诱发因素,从而有效地防止网络成瘾行为的产生。 本研究建议在网络成瘾的防治工作中构建一级防预体系和二级防预体系。在这两级的预防体系,我们主要控制的人群是正常的网络使用者和网络沉迷者。 本研究是神经病态行为管理学研究的一次探索,在研究方法、研究内容、研究范式和对策措施上均具有交叉学科的创新之处,也具有较强的现实意义。主要有如下三个创新点: (1)本研究采用事件相关脑电位(ERP)方法,采用成瘾记忆Stroop实验范式,找到了可以区分网络游戏成瘾者和正常网络使用者的客观电生理指标,以此为一个客观的校标,来对界定指标进行验证和修正。其意义在于,以往国内外网络成瘾的界定量表多是由研究者根据各自对网络成瘾的概念、对网络成瘾行为临床症状的观察和参照DSM-IV(《精神疾病的诊断与统计手册》第四版)及其它成瘾行为的界定指标而改写的,缺乏一个客观科学的生理指标来做校标校准,其测量工具缺乏效度和信度,不能正确区分出网络成瘾者和高涉入度的网络沉迷者。本研究运用ERP技术寻找到了网络游戏成瘾者所特有的脑电生理指标,以此为校标,构建了稳定的、可靠的以及有效的“网络游戏成瘾量表”,并给出了推断被试成瘾倾向程度的总分分界值。 (2)本研究从神经机制上面探讨了网络游戏的形成机制,系统探讨了网络游戏成瘾者对网络游戏相关线索的加工特性的动态变化及其脑机制,完善整合了成瘾模型。本研究发现,网络游戏成瘾作为行为成瘾中的一类,其存在着对网络游戏相关线索特有的成瘾记忆。当网络游戏成瘾者面对成瘾相关正性线索时,成瘾记忆被诱发,产生成瘾线索可用性的期望,由此成瘾者的注意偏向(和主观渴求感)得以产生。并且这一过程不仅发生在无意识的早期自动阶段,还发生在有意识的、可控的信息加工解释阶段。而网游成瘾者对成瘾相关正性线索的注意偏向又会削弱他们的抑制控制能力,有助于他们做出冲动的决策,使其网络游戏的使用行为失抑制。以上的系统研究从某种程度上证实了无物质基础的心因性行为成瘾也具有与物质成瘾类似的生理机制,这可能证实了行为同样可以引起成瘾行为的产生,这也就是说,物质(或者药物)可能已经不是界定是否成瘾的核心,成瘾的核心也许应该是不顾消极后果的个体有害行为的持续发展。 (3)本研究基于新形成的“网络游戏成瘾量表”和网络游戏成瘾模型,提出构建网络游戏成瘾的预防二级体系和救治体系,提倡必须首先科学诊断,将网络游戏使用者进行正确的状态区分,针对不同的网络使用状态展开相对应的防治措施,并需将防治的关键人群放在网络沉迷者群体,而从沉迷阶段过渡到成瘾阶段是防控的关键时间点,此研究为我国网络游戏产业的监管和网络成瘾的干预策略研究提供了新的研究思路和策略指导。
[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.
【学位授予单位】:浙江大学
【学位级别】:博士
【学位授予年份】:2012
【分类号】:R749.9

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