2023
DOI: 10.1556/2006.2023.00050
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How expected and experienced reward and relief contribute to gaming-related mental imagery and gaming frequency in daily life: Testing a dual pathway hypothesis

Annika Brandtner,
Silke M. Müller,
Matthias Brand

Abstract: Background and aimsResearch on the development of gaming disorder assumes that the quality of reinforcement learning as well as the content of use expectancies are initially rewarding in the early stages of the addictive behavior and becomes steadily more compensatory in the later stages. This assumed transition could be reflected in gaming-related mental imagery as well as the decision to play videogames in daily life.MethodsWe recruited 127 individuals who play videogames. Following a strict diagnostic proce… Show more

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Cited by 2 publications
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“…For example, an individual might initially turn to social media as a way to cope with rejection (increased fear-driven process) but may also find pleasure and a sense of popularity after using social media (increased reward-driven process). In this scenario, these two processes coexist, each manifesting salience at different times (Brandtner et al, 2023). However, it is also plausible that following rejection, an individual primarily turns to social media for compensation due to heightened negative affect (increased fear-driven process) and might forego the enjoyable aspects of social media use (decreased reward-driven process) due to low positive affect.…”
Section: Studymentioning
confidence: 99%
“…For example, an individual might initially turn to social media as a way to cope with rejection (increased fear-driven process) but may also find pleasure and a sense of popularity after using social media (increased reward-driven process). In this scenario, these two processes coexist, each manifesting salience at different times (Brandtner et al, 2023). However, it is also plausible that following rejection, an individual primarily turns to social media for compensation due to heightened negative affect (increased fear-driven process) and might forego the enjoyable aspects of social media use (decreased reward-driven process) due to low positive affect.…”
Section: Studymentioning
confidence: 99%