{"title":"Craving and attentional bias in gaming: Comparing esports, casual, and high-risk gamers using eye-tracking","authors":"Shan-Mei Chang , Dai-Yi Wang , Zheng-Hong Guan","doi":"10.1016/j.chb.2025.108662","DOIUrl":null,"url":null,"abstract":"<div><div>Attentional biases, as measured through eye movements, have been observed in both gaming disorders and substance addictions. However, few studies compare these biases among esports gamers (ESG), high-risk gamers (HRG), and other frequent gamers, despite ESG and HRG both groups dedicating significant time to gaming. This study included 47 male participants aged 15 to 19. Participants were categorized as ESG, casual gamers (CG), or HRG based on their MOBA experience, esports training, and Internet Gaming Disorder (IGD) scores. Each participant completed a dot-probe task with 56 stimulus conditions based on gaming cues, while eye-tracking technology recorded eye movements. The results indicated that HRG spent more total viewing time on stimulus images than ESG and CG. Additionally, HRG had longer first fixation durations and fewer saccade counts than the other two groups. Furthermore, HRG reported higher impulsivity and lower attentional focusing, suggesting a distinct psychological profile. Although ESG did not exhibit the same attentional biases as HRG, their self-reported gaming time was similar. This may be due to gaming being a career commitment for ESG, while for HRG, it serves as an escape from life pressures. Notably, eye-movement measures can identify high-risk tendencies early and uncover differences missed by self-report scales, including saccade count and attentional shifting. Caution is needed when diagnosing gaming disorder solely based on gaming time and self-reports. Future research could use attentional bias tasks as complementary diagnostic tools and further explore higher depression levels in HRG and ESG compared to CG.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108662"},"PeriodicalIF":9.0000,"publicationDate":"2025-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers in Human Behavior","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0747563225001098","RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
引用次数: 0
Abstract
Attentional biases, as measured through eye movements, have been observed in both gaming disorders and substance addictions. However, few studies compare these biases among esports gamers (ESG), high-risk gamers (HRG), and other frequent gamers, despite ESG and HRG both groups dedicating significant time to gaming. This study included 47 male participants aged 15 to 19. Participants were categorized as ESG, casual gamers (CG), or HRG based on their MOBA experience, esports training, and Internet Gaming Disorder (IGD) scores. Each participant completed a dot-probe task with 56 stimulus conditions based on gaming cues, while eye-tracking technology recorded eye movements. The results indicated that HRG spent more total viewing time on stimulus images than ESG and CG. Additionally, HRG had longer first fixation durations and fewer saccade counts than the other two groups. Furthermore, HRG reported higher impulsivity and lower attentional focusing, suggesting a distinct psychological profile. Although ESG did not exhibit the same attentional biases as HRG, their self-reported gaming time was similar. This may be due to gaming being a career commitment for ESG, while for HRG, it serves as an escape from life pressures. Notably, eye-movement measures can identify high-risk tendencies early and uncover differences missed by self-report scales, including saccade count and attentional shifting. Caution is needed when diagnosing gaming disorder solely based on gaming time and self-reports. Future research could use attentional bias tasks as complementary diagnostic tools and further explore higher depression levels in HRG and ESG compared to CG.
期刊介绍:
Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.