419. GAME MOTIVATION AFFECTS WHETHER PLAYERS BENEFIT OR SUFFER FROM GAMES
Abstract Background Games are a double-edged sword. Many people get entertainment, relaxation or mental training through games. On the other hand, the incidence of internet gaming disorder (IGD) is increasing year by year, becoming one of the most important mental and psychological problems among children and adolescents. Previous research suggest that the motivation of escape from reality pressure is a key risk for many mental and psychological problems includes IGD, while positive motivations such as making friends or having fun may make gaming behavior beneficial. However, there is a lack of systematic research on the classification of different motivations among gamers and their impact on cognition and brain function. Aims & Objectives We aim to assess the longitudinal impact of various gaming motivations on gaming behavior and the underlying cognitive neural mechanism. Method 823 college students who had gaming experience were recruited and followed-up for two years. The questionnaires (including internet game use characteristics, mental health, life events, social reward, sleep problems, personality and other related scales) and saliva collection were conducted every six months. A subset of participants also underwent electroencephalogram (EEG) and magnetic resonance imaging (MRI) scans under task conditions (gaming-cue reactivity task, social-cue reactivity tasks, and monetary incentive delay task) annually. Results We conducted a factor analysis to categorize various gaming motivations into four dimensions: 1) active-socialization (ACS), 2) passive-socialization (PAS), 3) game-pursue (GAM) and 4) escape/relaxation (ESC). PAS dimension score was negatively correlation with pressure scores and emotional symptoms. ACS was positively correlated with daily activity scores. It is worth noting that both GAM and ESC were positively correlated with the severity of IGD and mental problems (including anxiety, depression and pressure), and negatively correlated with prosocial behavior. The EEG results indicated that the mean amplitude of the frontal N400 during exposure of positive game cues was positively correlated with GAM motivation score and gaming craving. Under social-cue reactivity tasks, the negative social-cues induced the mean amplitude of the central-partial N400 was negatively correlated with ESC motivation score and negatively correlated with social tendency. We will continue to compare different motivation groups for their longitudinal IGD process and the related neuroimaging changes. Discussion & Conclusions The social motivation for gaming could lower the risk of developing IGD, while game-peruse and escape motivation is danger for IGD. A robust social support system is a protective factor against IGD. The N400 component may serve as a neurobiological marker, reflecting the association between IGD and gaming motivations.
Authors
- Yi Sun (ORCID: https://orcid.org/0000-0001-8169-0530)
- Yanyi Huang (ORCID: https://orcid.org/0000-0002-7297-1266)
Institutions
- Peking University (CN)
Publication Details
- Journal
- The International Journal of Neuropsychopharmacology
- Published
- 2025-08-01
- DOI
- https://doi.org/10.1093/ijnp/pyaf052.268
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00