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Internet Gaming Disorder Increases Mind-Wandering in Young Adults

As a primary symptom defining Internet gaming disorder (IGD), preoccupation indicates a mind state in which gamers think about a gaming activity so much that other things appear less important and/or interesting to them. Previous studies have examined the negative impacts of IGD on both cognitive an...

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Autores principales: Zhang, Jiawen, Zhou, Hui, Geng, Fengji, Song, Xiaolan, Hu, Yuzheng
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7876259/
https://www.ncbi.nlm.nih.gov/pubmed/33584453
http://dx.doi.org/10.3389/fpsyg.2020.619072
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author Zhang, Jiawen
Zhou, Hui
Geng, Fengji
Song, Xiaolan
Hu, Yuzheng
author_facet Zhang, Jiawen
Zhou, Hui
Geng, Fengji
Song, Xiaolan
Hu, Yuzheng
author_sort Zhang, Jiawen
collection PubMed
description As a primary symptom defining Internet gaming disorder (IGD), preoccupation indicates a mind state in which gamers think about a gaming activity so much that other things appear less important and/or interesting to them. Previous studies have examined the negative impacts of IGD on both cognitive and affective functions, yet no study has investigated the influence of IGD on daily mind state changes that interfere with ongoing tasks. The current study hypothesized that more IGD symptoms lead to a higher frequency of mind state shift in terms of mind-wandering. As social anxiety is related to both IGD and mind-wandering, we further hypothesized that social anxiety would partially contribute to the relationship. Survey data were collected from 632 young adults who were divided into two groups based on whether they reported playing games or not. In the player group, the number of IGD symptoms present was positively related to mind-wandering (r = 0.269, p < 0.001) and social anxiety (r = 0.235, p < 0.001), with the latter two showing a positive correlation in both players (r = 0.37, p < 0.001) and non-players (r = 0.57, p < 0.001). A mediation analysis for the players showed a partial mediation effect of social anxiety on the relationship between IGD and mind-wandering (mediation effect: PM = 0.292, p < 0.001), and the model was replicated in an independent sample. This study suggests that excessive gaming behavior may increase mind-wandering and a shift towards such a non-productive mind state could exert long-term detrimental effects in adolescents and young adults.
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spelling pubmed-78762592021-02-12 Internet Gaming Disorder Increases Mind-Wandering in Young Adults Zhang, Jiawen Zhou, Hui Geng, Fengji Song, Xiaolan Hu, Yuzheng Front Psychol Psychology As a primary symptom defining Internet gaming disorder (IGD), preoccupation indicates a mind state in which gamers think about a gaming activity so much that other things appear less important and/or interesting to them. Previous studies have examined the negative impacts of IGD on both cognitive and affective functions, yet no study has investigated the influence of IGD on daily mind state changes that interfere with ongoing tasks. The current study hypothesized that more IGD symptoms lead to a higher frequency of mind state shift in terms of mind-wandering. As social anxiety is related to both IGD and mind-wandering, we further hypothesized that social anxiety would partially contribute to the relationship. Survey data were collected from 632 young adults who were divided into two groups based on whether they reported playing games or not. In the player group, the number of IGD symptoms present was positively related to mind-wandering (r = 0.269, p < 0.001) and social anxiety (r = 0.235, p < 0.001), with the latter two showing a positive correlation in both players (r = 0.37, p < 0.001) and non-players (r = 0.57, p < 0.001). A mediation analysis for the players showed a partial mediation effect of social anxiety on the relationship between IGD and mind-wandering (mediation effect: PM = 0.292, p < 0.001), and the model was replicated in an independent sample. This study suggests that excessive gaming behavior may increase mind-wandering and a shift towards such a non-productive mind state could exert long-term detrimental effects in adolescents and young adults. Frontiers Media S.A. 2021-01-28 /pmc/articles/PMC7876259/ /pubmed/33584453 http://dx.doi.org/10.3389/fpsyg.2020.619072 Text en Copyright © 2021 Zhang, Zhou, Geng, Song and Hu. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychology
Zhang, Jiawen
Zhou, Hui
Geng, Fengji
Song, Xiaolan
Hu, Yuzheng
Internet Gaming Disorder Increases Mind-Wandering in Young Adults
title Internet Gaming Disorder Increases Mind-Wandering in Young Adults
title_full Internet Gaming Disorder Increases Mind-Wandering in Young Adults
title_fullStr Internet Gaming Disorder Increases Mind-Wandering in Young Adults
title_full_unstemmed Internet Gaming Disorder Increases Mind-Wandering in Young Adults
title_short Internet Gaming Disorder Increases Mind-Wandering in Young Adults
title_sort internet gaming disorder increases mind-wandering in young adults
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7876259/
https://www.ncbi.nlm.nih.gov/pubmed/33584453
http://dx.doi.org/10.3389/fpsyg.2020.619072
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