心理与行为研究 ›› 2026, Vol. 24 ›› Issue (3): 401-409.DOI: 10.12139/j.1672-0628.2026.03.015

• 应用心理学 • 上一篇    下一篇

不同网络游戏成瘾程度青少年对游戏信息注意偏向的差异

杨海波1,2,3, 李奕康2, 郭雅雯1,2,3, 刘冰洁4   

  1. 1. 教育部人文社会科学重点研究基地天津师范大学心理与行为研究院,天津 300387;
    2. 天津师范大学心理学部,天津 300387;
    3. 天津市学生心理健康与智能评估重点实验室,天津 300387;
    4. 上海交通大学自动化与感知学院,上海 200240
  • 收稿日期:2025-09-26 出版日期:2026-05-20 发布日期:2026-05-20
  • 通讯作者: 杨海波
  • 基金资助:
    天津市哲学社会科学规划重点项目(TJJX21-001)。

Differences in Attentional Bias Toward Game Information Among Adolescents with Varying Levels of Internet Gaming Addiction

YANG Haibo1,2,3, LI Yikang2, GUO Yawen1,2,3, LIU Bingjie4   

  1. 1. Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, Tianjin 300387;
    2. Faculty of Psychology, Tianjin Normal University, Tianjin 300387;
    3. Tianjin Key Laboratory of Student Mental Health and Intelligence Assessment, Tianjin 300387;
    4. School of Automation and Intelligent Sensing, Shanghai Jiao Tong University, Shanghai 200240
  • Received:2025-09-26 Online:2026-05-20 Published:2026-05-20

摘要: 对成瘾相关信息的注意偏向是引起和维持个体成瘾行为的重要影响因素之一。但是,目前关于不同网络游戏成瘾程度青少年对游戏信息注意偏向的模式差异尚不明确。本研究将点探测范式与眼动追踪技术相结合,以网络游戏成瘾青少年、问题性网络游戏使用青少年和对照组为被试,记录了他们浏览游戏相关信息和游戏无关信息时的眼动模式,探讨他们对不同类型信息的注意偏向模式差异。结果发现,网络游戏成瘾青少年对游戏相关信息的首次到达时间显著短于问题性网络游戏使用青少年和对照组;网络游戏成瘾青少年、问题性网络游戏使用青少年对游戏相关信息的首次加工时间和总注视时间均显著长于游戏无关信息。研究表明,不同网络游戏成瘾程度青少年的注意偏向模式存在差异,网络游戏成瘾青少年对游戏相关信息的注意偏向表现为警觉-脱离困难模式,而问题性网络游戏使用青少年则表现为注意脱离困难模式。

关键词: 青少年, 网络游戏成瘾, 注意偏向, 注意警觉, 注意脱离困难

Abstract: Attentional bias toward addiction-related information is one of the key factors underlying the emergence and maintenance of addictive behaviors. However, it remains unclear whether there are distinct patterns of attentional bias toward game information among adolescents with different levels of internet gaming addiction. The present study combined the dot-probe paradigm with eye-tracking technology, recruiting three groups of participants: adolescents with internet gaming addiction, adolescents with problematic online gaming use, and controls. We recorded their eye-movement patterns while viewing game-related and game-unrelated information, to examine group differences in attentional bias patterns toward different types of information. The results showed that adolescents with internet gaming addiction exhibited a significantly shorter first fixation latency toward game-related information than those with problematic online gaming use and controls. Adolescents with internet gaming addiction and those with problematic online gaming use both showed significantly longer first fixation duration and total fixation duration on game-related information than on game-unrelated information. These findings indicate that adolescents with different levels of internet gaming addiction show distinct patterns of attentional bias. Adolescents with internet gaming addiction exhibited a vigilance-disengagement difficulty pattern toward game-related information, whereas adolescents with problematic online gaming use showed a disengagement difficulty pattern.

Key words: adolescents, internet gaming addiction, attentional bias, attentional vigilance, attentional disengagement difficulty

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