ISSN 0439-755X
CN 11-1911/B
主办:中国心理学会
   中国科学院心理研究所
出版:科学出版社

心理学报 ›› 2026, Vol. 58 ›› Issue (8): 1517-1531.doi: 10.3724/SP.J.1041.2026.1517 cstr: 32110.14.2026.1517

• 研究报告 • 上一篇    下一篇

奖惩动机诱发对网络游戏成瘾高风险大学生工作记忆刷新功能的影响

高源霞1,2, 王江洋1   

  1. 1沈阳师范大学教育科学学院, 沈阳 110034;
    2天津师范大学心理学部, 天津 300387
  • 收稿日期:2024-12-10 发布日期:2026-06-16 出版日期:2026-08-25
  • 通讯作者: 王江洋, E-mail:wangjiangyang@synu.edu.cn
  • 基金资助:
    辽宁省教育科学“十四五”规划年度课题(JG25DB426)

Effects of reward and punishment motivation on working memory updating among college students at high risk for internet gaming disorder

GAO Yuanxia1,2, WANG Jiangyang1   

  1. 1College of Educational Science, Shenyang Normal University, Shenyang 110034, China;
    2Faculty of Psychology, Tianjin Normal University, Tianjin 300387, China
  • Received:2024-12-10 Online:2026-06-16 Published:2026-08-25

摘要: 基于对网络游戏成瘾高风险大学生学业不佳问题的关注, 本研究通过两项多因素行为实验, 分别考察了奖励和惩罚动机诱发对网络游戏成瘾高风险大学生工作记忆刷新功能的影响。结果发现, 网络游戏成瘾高风险大学生的工作记忆刷新反应时较长且正确率较低; 奖励动机诱发下, 成瘾高风险与低风险大学生工作记忆刷新的反应时减慢、正确率提高, 加工程度增强; 惩罚动机诱发下, 二者的正确率提高, 且成瘾高风险大学生的惩罚效应量小于低风险大学生。跨实验分析发现, 就工作记忆刷新正确率而言, 成瘾高风险大学生在奖励动机诱发时显著高于惩罚动机诱发时, 成瘾低风险大学生在奖励和惩罚两种动机诱发时无显著差异。研究表明, 网络游戏成瘾高风险大学生工作记忆刷新功能受到一定程度的损伤, 在工作记忆刷新任务中对惩罚较不敏感。

关键词: 工作记忆刷新功能, 网络游戏成瘾, 奖励动机, 惩罚动机, 大学生

Abstract: Previous studies have found that individuals with internet gaming disorder (IGD) have relatively low cognitive functioning and commonly suffers from poor academic performance. As a key aspect of executive functioning, working memory plays an important role in the academic growth of college students, not only as a foundation for cognitive development, learning, and education, but also as a prerequisite to cope with the complex cognitive challenges of daily life. Several studies have shown that IGD risk negatively affects working memory updating, and this impairment likely contributes to poor academic performance in college students at high risk for IGD. Therefore, based on the social cognition theory, this study aims to explore the influences of IGD risk on college students’ working memory updating, as well as the effects and differences in reward and punishment motivation induced by monetary rewards and losses on working memory updating in high-risk (IGD) and low-risk (non-IGD) college students.
Participants were recruited using posters. Forty-two high-risk and 45 low-risk college students were identified using the Internet (Gaming) Addiction Test. In Experiment 1, participants completed three reward-based N-back tasks with different memory loads to examine differences in working memory updating between high- and low-risk college students in conditions with or without reward motivation. In Experiment 2, a punishment-based N-back task was used to examine differences in working memory updating between high- and low-risk college students in conditions with or without punishment motivation across three different memory loads.
The results of Experiment 1 showed that in the rewarded version of the working memory updating task, high-risk college students had weaker processing, that is, longer reaction times and lower accuracy, than low-risk college students. With reward motivation, high- and low-risk college students’ reaction time increased, accuracy improved, and the degree of processing was enhanced. There was no significant difference in the role of reward motivation in facilitating response time and accuracy in the working memory updating task between high- and low-risk college students. The results of Experiment 2 showed that in the punishment version of the working memory updating task, high-risk college students had weaker processing than low-risk college students. With punishment motivation, the accuracy of high- and low-risk college students increased, and it contributed less to facilitating the working memory updating accuracy of high-risk college students than low-risk college students. After conducting a cross-experimental analysis, it was found that the accuracy of reward motivation in working memory updating was significantly higher than that of punishment motivation among high-risk students, and there was no significant difference in the accuracy of reward and punishment motivation among low-risk students. In conclusion, this study showed that the working memory updating speed and accuracy of high-risk college students are significantly slower and lower than low-risk college students. Rewarding motivation helped improve working memory updating performance in both high- and low-risk college students by increasing accuracy and reducing speed, whereas punishment motivation only improved accuracy and had a weaker facilitating effect for high-risk college students than for low-risk college students.
Overall, the facilitating effect of reward motivation on the accuracy of working memory updating in high-risk students is greater than that of punishment motivation, whereas reward and punishment motivation show the same utility value for accuracy of working memory updating in low-risk college students. This implies that college students at high risk for IGD exhibit certain impairment in working memory updating and reduced sensitivity to punishment in cognitive tasks. Additionally, the mechanism of working memory updating in college students at high risk for IGD provides new insights into their poor academic performance, and offers suggestions for reference to address this issue.

Key words: working memory updating, internet gaming disorder, reward motivation, punishment motivation, college students