When Games Influence Words: Gaming Addiction among College Students Increases Verbal Aggression through Risk-Biased Drifting in Decision-Making
Abstract
:1. Introduction
1.1. Game Addiction and Game Violence
1.2. Verbal Aggression
1.3. Inhibitory Control
1.4. Risk Preference
1.5. Mediation Model
1.6. The Present Study
2. Methods
2.1. Participants
2.2. Research Instruments
2.2.1. Questionnaires
2.2.2. Antisaccade Task
2.2.3. Go/No-Go Task
2.2.4. The Cup Task
2.3. Procedure
2.4. Statistical Analysis
2.4.1. Validity Analysis
2.4.2. The Hierarchical Drift Diffusion Model
2.4.3. Mediation Model
3. Results
3.1. Correlational Analysis and the Cut-Off Point for Gaming Addiction
3.2. Validity Analysis
3.3. Hierarchical Drift Diffusion Model
3.4. Mediation Model
4. Discussion
4.1. Mediation Model
4.2. Risk Preference
4.3. Inhibitory Control
4.4. Contribution of the Present Study
4.5. Limitations
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Recreation Program | M | SD |
---|---|---|
Video game | 59.29 | 70.77 |
TV | 40.96 | 48.10 |
Short video | 78.02 | 72.62 |
Card game | 4.61 | 17.68 |
Text-based media | 38.77 | 48.52 |
Webcast | 7.00 | 25.30 |
Terms | Explanations |
---|---|
awin & advantage | The threshold in the risk advantage condition when winning money is used as feedback. |
awin& disadvantage | The threshold in the risk disadvantage condition when winning money is used as feedback. |
awin& neutral | The threshold in the neutral condition when winning money is used as feedback. |
aloss & advantage | The threshold in the risk advantage condition when losing money is used as feedback. |
aloss & disadvantage | The threshold in the risk disadvantage condition when losing money is used as feedback. |
aloss & neutral | The threshold in the neutral condition when losing money is used as feedback. |
vwin & advantage | The drift rates in the risk advantage condition when winning money are used as feedback. |
vwin& disadvantage | The drift rates in the risk disadvantage condition when winning money are used as feedback. |
vwin& neutral | The drift rates in the neutral condition when winning money are used as feedback. |
vloss & advantage | The drift rates in the risk advantage condition when losing money are used as feedback. |
vloss & disadvantage | The drift rates in the risk disadvantage condition when losing money are used as feedback. |
vloss & neutral | The drift rates in the neutral condition when losing money are used as feedback. |
twin | The non-decision time when winning money is used as feedback. |
tloss | The non-decision time when losing money is used as feedback. |
Variable | M | SD | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1. Gaming addiction | 42.595 | 13.131 | 1.000 | |||||||||||||||||||||
2. Prosocial tendencies measure | 100.754 | 11.558 | −0.031 | 1.000 | ||||||||||||||||||||
3. Aggression: Physical | 13.627 | 4.318 | 0.201 ** | −0.075 | 1.000 | |||||||||||||||||||
4. Aggression: Verbal | 11.599 | 3.332 | 0.175 ** | −0.054 | 0.499 *** | 1.000 | ||||||||||||||||||
5. Aggression: Anger | 13.643 | 5.063 | 0.156 * | −0.107 | 0.488 *** | 0.638 *** | 1.000 | |||||||||||||||||
6. Aggression: Hostility | 16.837 | 4.986 | 0.221 *** | −0.261 *** | 0.373 *** | 0.412 *** | 0.578 *** | 1.000 | ||||||||||||||||
7. Aggression: Self-aggression | 9.996 | 3.981 | 0.248 *** | −0.098 | 0.421 *** | 0.360 *** | 0.598 *** | 0.603 *** | 1.000 | |||||||||||||||
8. Overall score of Aggression | 65.702 | 16.863 | 0.257 *** | −0.162 ** | 0.711 *** | 0.724 *** | 0.864 *** | 0.789 *** | 0.773 *** | 1.000 | ||||||||||||||
9. Antisaccade task | 0.939 | 0.076 | 0.076 | 0.015 | −0.031 | 0.043 | 0.060 | −0.015 | −0.014 | 0.011 | 1.000 | |||||||||||||
10. Go/No-go task | 0.779 | 0.188 | 0.034 | 0.006 | 0.021 | −0.004 | 0.028 | 0.044 | 0.017 | 0.030 | 0.321 *** | 1.000 | ||||||||||||
11.%Choicewin & advantage | 0.735 | 0.223 | 0.039 | 0.023 | 0.051 | 0.106 | −0.015 | −0.036 | −0.048 | 0.007 | 0.014 | 0.092 | 1.000 | |||||||||||
12.%Choicewin & disadvantage | 0.070 | 0.165 | −0.048 | 0.108 | −0.020 | −0.116 | −0.101 | −0.081 | 0.045 | −0.072 | 0.062 | −0.016 | 0.118 | 1.000 | ||||||||||
13.%Choicewin & neutral | 0.275 | 0.242 | −0.005 | 0.098 | 0.041 | 0.004 | −0.017 | 0.011 | 0.004 | 0.011 | 0.063 | 0.059 | 0.468 *** | 0.582 *** | 1.000 | |||||||||
14.%Choiceloss & advantage | 0.874 | 0.187 | 0.005 | 0.014 | 0.055 | 0.072 | −0.006 | −0.044 | −0.096 | −0.009 | 0.008 | 0.049 | 0.349 *** | −0.236 *** | 0.013 | 1.000 | ||||||||
15.%Choiceloss & disadvantage | 0.168 | 0.216 | −0.140 * | −0.002 | 0.013 | −0.117 | −0.052 | 0.002 | 0.073 | −0.018 | −0.098 | −0.149 * | −0.126 * | 0.319 *** | 0.185 ** | 0.182 ** | 1.000 | |||||||
16.%Choiceloss & neutral | 0.589 | 0.286 | −0.112 | −0.016 | 0.015 | −0.059 | −0.008 | −0.002 | −0.011 | −0.013 | −0.016 | 0.038 | 0.159 * | 0.030 | 0.164 ** | 0.624 *** | 0.509 *** | 1.000 | ||||||
17.Gaming addiction: Salience | 6.119 | 2.869 | 0.893 *** | 0.024 | 0.218 *** | 0.154 ** | 0.123 | 0.180 ** | 0.181 ** | 0.219 *** | 0.079 | 0.052 | −0.016 | −0.026 | −0.016 | −0.010 | −0.116 | −0.0127 * | 1.000 | |||||
18.Gaming addiction: Mood | 8.786 | 2.340 | 0.473 *** | −0.025 | 0.163 ** | 0.103 | 0.021 | 0.154 * | 0.153 * | 0.150 * | −0.003 | 0.050 | 0.048 | −0.001 | 0.038 | −0.017 | −0.043 | −0.059 | 0.432 *** | 1.000 | ||||
19.Gaming addiction: Tolerance | 6.623 | 2.745 | 0.845 *** | 0.019 | 0.148* | 0.126* | 0.107 | 0.170 ** | 0.203 ** | 193** | 0.072 | 0.026 | 0.036 | −0.026 | 0.007 | 0.049 | −0.094 | −0.048 | 0.771 *** | 0.389 *** | 1.000 | |||
20.Gaming addiction: Withdrawal | 5.254 | 2.249 | 0.838 *** | −0.091 | 0.231 *** | 0.167 *** | 0.106 * | 0.245 *** | 0.244 *** | 270 *** | 0.059 | −0.020 | −0.006 | −0.017 | −0.053 | 0.007 | −0.072 | −0.082 | 0.673 *** | 0.368 *** | 0.643 *** | 1.000 | ||
21.Gaming addiction: Conflict | 10.190 | 2.853 | 0.703 *** | −0.003 | 0.163 ** | 0.203 ** | 0.109 | 0.157 * | 0.210 *** | 0.210 *** | 0.023 | −0.062 | 0.023 | −0.012 | −30.774 × 10−4 | 0.006 | −5.784 × 10−4 | −0.082 | 0.631 *** | 0.393 *** | 0.573 *** | 0.644 *** | 1.000 | |
22.Gaming addiction: Relapse | 5.774 | 2.802 | 0.835 *** | 0.025 | 0.165 ** | 0.149 * | 0.156 * | 0.135 * | 0.220 ** | 210 *** | 0.033 | 0.019 | 0.079 | −0.009 | 0.068 | 0.010 | −0.099 | −0.114 | 0.727 *** | 0.347 *** | 0.641 *** | 0.643 *** | 0.579 *** | 1.000 |
Variable | 11.awin & advantage | 12.awin & disadvantage | 13.awin & neutral | 14.vwin & advantage | 15.vwin & disadvantage | 16.vwin & neutral | 17.twin | 18.aloss & advantage | 19.aloss & disadvantage | 20.aloss & neutral | 21.vloss & advantage | 22.vloss & disadvantage | 23.vloss & neutral | 24.tloss |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1. Gaming addiction | −0.042 | −0.053 | −0.022 | 0.041 | −0.108 | −0.052 | −0.009 | −0.076 | 0.004 | −0.058 | 0.025 | −0.25 *** | −0.106 | −0.037 |
2. Antisaccade task | −0.033 | −0.054 | 0.037 | 0.024 | 0.054 | 0.052 | −0.008 | −0.018 | 0.059 | 0.038 | 0.025 | −0.078 | −0.022 | −0.023 |
3. Go/No-go task | 0.076 | 0.05 | 0.097 | 0.059 | 0.009 | 0.047 | 0.091 | 0.091 | 0.191 ** | 0.142 * | −0.029 | −0.125 * | −0.01 | 0.143 * |
4. Prosocial tendencies measure | −0.114 | −0.089 | −0.116 | 0.046 | 0.062 | 0.091 | −0.105 | −0.152 * | −0.125 * | −0.168 ** | 0.055 | −0.002 | 0.029 | −0.035 |
5. Aggression: Physical | −0.099 | −0.115 | −0.123 | 0.04 | −0.105 | −0.016 | −0.028 | −0.08 | −0.062 | −0.094 | 0.075 | −0.052 | 0.024 | −0.082 |
6. Aggression: Verbal | −0.016 | −0.056 | −0.046 | 0.088 | −0.126 * | −0.015 | −0.004 | −0.034 | −0.026 | −0.049 | 0.067 | −0.164 * | −0.074 | −0.129 * |
7. Aggression: Anger | −0.033 | −0.047 | −0.038 | −0.024 | −0.130 * | −0.052 | 0.024 | −0.049 | −0.031 | −0.038 | −0.011 | −0.086 | −0.048 | −0.045 |
8. Aggression: Hostility | 0.019 | 0.031 | −0.009 | −0.043 | −0.136 * | −0.03 | 0.015 | −0.006 | −0.008 | −0.022 | −0.033 | −0.091 | −0.035 | −0.007 |
9. Aggression: Self-aggression | −0.064 | −0.093 | −0.08 | −0.038 | −0.041 | −0.026 | 0.04 | −0.139 * | −0.108 | −0.121 | −0.037 | −0.03 | −0.016 | −0.019 |
10. Overall score of Aggression | −0.048 | −0.067 | −0.074 | −0.001 | −0.141 * | −0.038 | 0.013 | −0.076 | −0.058 | −0.08 | 0.01 | −0.105 | −0.037 | −0.066 |
Variable | M | SD |
---|---|---|
awin & advantage | 1.783 | 0.030 |
awin & disadvantage | 1.954 | 0.033 |
awin & neutral | 1.812 | 0.030 |
aloss & advantage | 2.203 | 0.043 |
aloss & disadvantage | 2.454 | 0.044 |
aloss & neutral | 2.178 | 0.041 |
vwin & advantage | 0.842 | 0.070 |
vwin & disadvantage | −1.959 | 0.072 |
vwin & neutral | −0.810 | 0.070 |
vloss & advantage | 1.347 | 0.065 |
vloss & disadvantage | −1.095 | 0.064 |
vloss & neutral | 0.276 | 0.063 |
twin | 0.430 | 0.007 |
tloss | 0.413 | 0.008 |
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Share and Cite
Teng, H.; Zhu, L.; Zhang, X.; Qiu, B. When Games Influence Words: Gaming Addiction among College Students Increases Verbal Aggression through Risk-Biased Drifting in Decision-Making. Behav. Sci. 2024, 14, 699. https://doi.org/10.3390/bs14080699
Teng H, Zhu L, Zhang X, Qiu B. When Games Influence Words: Gaming Addiction among College Students Increases Verbal Aggression through Risk-Biased Drifting in Decision-Making. Behavioral Sciences. 2024; 14(8):699. https://doi.org/10.3390/bs14080699
Chicago/Turabian StyleTeng, Huina, Lixin Zhu, Xuanyu Zhang, and Boyu Qiu. 2024. "When Games Influence Words: Gaming Addiction among College Students Increases Verbal Aggression through Risk-Biased Drifting in Decision-Making" Behavioral Sciences 14, no. 8: 699. https://doi.org/10.3390/bs14080699