检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
作 者:李想 蒙春柳 陈淑娟[3] 陈功香[4] LI Xiang;MENG Chunliu;CHEN Shujuan;CHEN Gongxiang(College of Health Sciences,Shandong University of Traditional Chinese Medicine,Jinan 250355,Shandong Province,China;Department of Education,Sichuan Sanhe Vocational College,Luzhou 646200,Sichuan Province,China;School of Education,Ningxia University,Yinchuan 750021,Ningxia Hui Autonomous Region,China;School of Education and Psychological Sciences,Jinan University,Jinan 250024,Shandong Province,China)
机构地区:[1]山东中医药大学健康学院,济南250355 [2]四川三河职业学院教育系,泸州646200 [3]宁夏大学教育学院,银川750021 [4]济南大学教育与心理科学学院,济南250024
出 处:《教育生物学杂志》2024年第2期105-111,共7页Journal of Bio-education
基 金:教育部人文社会科学研究项目(21XJA190001)。
摘 要:目的探讨网络游戏成瘾对情绪面孔效价及强度识别的影响。方法采用情绪面孔识别范式分别从标准情绪识别和微表情识别考察网络游戏成瘾个体是否存在情绪面孔识别偏差。实验一:采用情绪面孔效价识别范式,比较网络游戏成瘾被试与非网络游戏成瘾被试在识别不同情绪效价下的差异。实验二:借助情绪面孔强度识别范式,比较被试群体在不同情绪强度下的差异。结果被试识别正性情绪的反应时显著小于识别中性和负性情绪,识别正性和负性情绪的正确率显著高于识别中性情绪;随着情绪强度的变化,被试依然表现出了对正性情绪识别的偏好;相较于非网络游戏成瘾被试,网络游戏成瘾被试对正性情绪的识别正确率更高。结论网络游戏成瘾个体在识别标准情绪刺激时并没有表现出明显的损伤,但该个体在识别微表情时表现出了更为强烈的对于寻求奖赏刺激的偏向。Objective To explore the effects of internet gaming disorder on emotional face valence and intensity recognition.Methods An emotional face recognition paradigm was used to examine whether there was emotional face recognition bias in internet gaming disorder individuals from standard emotion recognition and micro-expression recognition,respectively.For experiment 1,the differences between internet gaming disorder subjects and non-internet gaming disorder subjects in recognizing different emotional valences were compared by using emotional face valence recognition paradigm.For the experiment 2,the differences between the two groups under different emotional intensities were compared by using emotional face intensity recognition paradigm.Results The reaction time of the subjects for recognizing positive emotions was significantly shorter than those for recognizing neutral and negative emotions,and the correct rates for recognizing positive and negative emotions were significantly higher than those for neutral emotions.As the intensity of the emotions changed,the subjects still showed a preference for recognizing positive emotions.The internet gaming disorder subjects had a higher accuracy in recognizing positive emotions compared to non-internet gaming disorder subjects.Conclusion Internet gaming disorder individuals do not show significant impairments in recognizing standard emotional stimuli,but the individuals show a stronger bias toward reward-seeking stimuli in recognizing micro-expressions.
分 类 号:B842.6[哲学宗教—基础心理学]
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:18.189.43.15