Background The link between stress and Internet addiction (IA) has been confirmed. However, the mechanism underlying the correlation is poorly understood. Thus, the current study proposed a moderated mediation model to test the mediating role of anxiety and the moderating role of self-control (SC) in the link between stress and IA. Methods Eight hundred and sixty-one Chinese college students ( M age = 20.62 years; SD = 1.58; male = 47.7%) were required to complete an online questionnaire package, including a depression-anxiety-stress scale, a self-control scale, and an Internet addiction test. The PROCESS macro developed based on SPSS was used to test the moderated mediation model. Results When controlling for gender and age, the results revealed that anxiety partially mediated the link between stress and IA. Specifically, the more stressed college students are, the higher their anxiety level is, and the more likely they are to become addicted to the Internet. Additionally, the direct and indirect links between stress and IA were all moderated by SC. SC buffered the effect of stress on anxiety and anxiety on IA but enhanced stress on IA. Conclusion These findings emphasized the predictor role of stress on IA and provided insights on intervening in college students’ excessive Internet use behaviors for educators, such as reducing anxiety levels and improving self-control abilities.
Background To protect and maintain the positivity of self-concept, normal people usually show a self-serving bias (internal attribution of positive events and external attribution of negative events) by the motives of self-enhancement and self-protection. And self-serving assessments predominantly activate the subcortical-cortical midline structures (CMS) in healthy individuals. However, little is known about the self-serving bias and its underlying neural correlates among people with Internet gaming disorder (IGD). Methods Twenty-four IGD and 25 recreational internet gaming users (RGU) were scanned while attributing causes of positive/negative self- and other-related events that could happen in both game world and real world contexts. Regions of interest (within CMS) analysis and parametric analysis were performed to investigate the neural correlates of self-serving bias in IGD. Results Behaviorally, the IGD participants attributed more negative and less positive events to themselves than RGU in both contexts. Neurally, during attributions of negative events, the IGD participants exhibited increased ventromedial prefrontal cortex (vmPFC) activation in both contexts compared to RGU. Higher vmPFC activation was associated with weaker self-protective motivation in IGD group. Meanwhile, during attributions of positive events, the IGD participants exhibited decreased precuneus/posterior cingulate cortex activation in real world compared to RGU. Parametric analysis showed reduced positive correlation between precuneus activation and self-attribution ratings of positive events in real world in IGD group relative to RGU group. Conclusion These results suggest that the IGD individuals show an attenuated self-serving bias and altered activations within CMS regions involved in self-attribution, providing evidence for the negative self-concept and weakened abilities in both self-enhancement and self-protection in IGD.
Background: To protect and maintain the positivity of self-concept, normal people usually show a self-serving bias (internal attribution of positive events and external attribution of negative events) by the motives of self-enhancement and self-protection. Additionally, self-serving assessments predominantly activate the subcortical-cortical midline structures (CMS) in healthy individuals. However, little is known about self-serving bias and its underlying neural correlates among individuals with Internet gaming disorder (IGD). Methods: Twenty-four participants with IGD and 25 recreational Internet gaming users (RGUs) were scanned while attributing the causes of positive/negative self- and other-related events that could occur in both the game-world and real-world contexts. Region-of-interest (within CMS regions) and parametric analysis were performed to investigate the neural correlates of self-serving bias in IGD. Results: Behaviorally, the IGD participants attributed more negative and fewer positive events to themselves than RGU participants in both contexts. Neurally, during the attributions of negative events, the IGD participants exhibited increased ventromedial prefrontal cortex (vmPFC) activation in both contexts compared with RGU participants. Higher vmPFC activation was associated with weaker self-protective motivation in the IGD group. Meanwhile, during the attributions of positive events, the IGD participants exhibited decreased precuneus/posterior cingulate cortex activation in the real world compared with RGU participants. Parametric analysis showed a reduced positive correlation between precuneus activation and self-attribution ratings of positive events in the real world in the IGD group relative to the RGU group. Conclusion: These results suggest that individuals with IGD show an attenuated self-serving bias and altered brain activity within CMS regions involved in self-attribution, providing evidence for the negative self-concept and weakened abilities in both self-enhancement and self-protection in IGD.
Background: To protect and maintain the positivity of self-concept, normal people usually show a self-serving bias (internal attribution of positive events and external attribution of negative events) by the motives of self-enhancement and self-protection. Additionally, self-serving assessments predominantly activate the subcortical-cortical midline structures (CMS) in healthy individuals. However, little is known about self-serving bias and its underlying neural correlates among individuals with Internet gaming disorder (IGD). Methods: Twenty-four participants with IGD and 25 recreational Internet gaming users (RGUs) were scanned while attributing the causes of positive/negative self- and other-related events that could occur in both the game-world and real-world contexts. Region-of-interest (within CMS regions) and parametric analysis were performed to investigate the neural correlates of self-serving bias in IGD. Results: Behaviorally, the IGD participants attributed more negative and fewer positive events to themselves than RGU participants in both contexts. Neurally, during the attributions of negative events, the IGD participants exhibited increased ventromedial prefrontal cortex (vmPFC) activation in both contexts compared with RGU participants. Higher vmPFC activation was associated with weaker self-protective motivation in the IGD group. Meanwhile, during the attributions of positive events, the IGD participants exhibited decreased precuneus/posterior cingulate cortex activation in the real world compared with RGU participants. Parametric analysis showed a reduced positive correlation between precuneus activation and self-attribution ratings of positive events in the real world in the IGD group relative to the RGU group. Conclusion: These results suggest that individuals with IGD show an attenuated self-serving bias and altered brain activity within CMS regions involved in self-attribution, providing evidence for the negative self-concept and weakened abilities in both self-enhancement and self-protection in IGD.
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