Article(id=1276202980005249319, tenantId=1146029695717560320, journalId=1146031591421210625, issueId=1276202956391313894, articleNumber=null, orderNo=null, doi=10.3981/j.issn.1000-7857.2025.07.00083, pmid=null, cstr=null, oa=null, hot=null, price=null, onlineType=0, articleFormat=0, articleType=null, articleTypeStr=research-article, receivedDate=1753027200000, receivedDateStr=2025-07-21, revisedDate=1757865600000, revisedDateStr=2025-09-15, acceptedDate=null, acceptedDateStr=null, onlineDate=1782200101133, onlineDateStr=2026-06-23, pubDate=1781280000000, pubDateStr=2026-06-13, doiRegisterDate=null, doiRegisterDateStr=null, onlineIssueDate=1782200101133, onlineIssueDateStr=2026-06-23, onlineJustAcceptDate=null, onlineJustAcceptDateStr=null, onlineFirstDate=null, onlineFirstDateStr=null, sourceXml=null, magXml=null, createTime=1782200101133, creator=13701087609, updateTime=1782200101133, updator=13701087609, issue=Issue{id=1276202956391313894, tenantId=1146029695717560320, journalId=1146031591421210625, year='2026', volume='44', issue='11', pageStart='1', pageEnd='136', issueExtLink='null', onlineDate='null', pubDate='null', beforeIssueId=null, nextIssueId=null, price=null, status=1, issueComplete=1, articleOrder=1, issueType=1, specialIssue=null, createTime=1782200095507, creator=13701087609, updateTime=1782200147766, updator=13701087609, preIssue=null, nextIssue=null, ext={EN=IssueExt(id=1276203176344810276, tenantId=1146029695717560320, journalId=1146031591421210625, issueId=1276202956391313894, language=EN, specialIssueTitle=, coverIllustrator=null, specialIssueEditor=, specialIssueAbout=), CN=IssueExt(id=1276203176344810277, tenantId=1146029695717560320, journalId=1146031591421210625, issueId=1276202956391313894, language=CN, specialIssueTitle=, coverIllustrator=null, specialIssueEditor=, specialIssueAbout=)}, issueFiles=null}, startPage=77, endPage=86, ext={EN=ArticleExt(id=1276202981246763305, articleId=1276202980005249319, tenantId=1146029695717560320, journalId=1146031591421210625, language=EN, title=Double−edged sword of online gaming and the prevention and control of addiction risks, columnId=1150494642224591153, journalTitle=Science & Technology Review, columnName=Exclusive, runingTitle=null, highlight=null, articleAbstract=

In the digital era, online gaming exhibits a notable double−edged sword effect. As the world's largest gaming market, China's gaming industry has evolved since the 1990s into a core driver of economic growth, technological innovation, and cultural export. It also plays an active role in constructing virtual social ecosystems and promoting gamification in education. However, its associated health risks cannot be overlooked, including physiological issues such as visual impairment, metabolic abnormalities, and circadian rhythm disruptions; psychological challenges like emotional dysregulation, cognitive confusion, and reduced sense of reality; as well as socioeconomic burdens at the familial and societal levels, including financial strain, and tendencies toward violent behavior. Severe addiction may progress into Internet Gaming Disorder (IGD), characterized by excessive prioritization of gaming, impaired self−control, and persistence gaming despite negative consequences. Although anti−addiction systems have been widely implemented, significant gaps remain in IGD prevention and control. Therefore, it is essential to establish a three−tier hierarchical intervention system covering the entire process of addictive behavior development to balance industrial growth with public risk mitigation. The sustainable development of online gaming should focus on three core directions: in the area of source governance, adopting a "Technology for Good" approach by systematically integrating anti−addiction mechanisms into game design and expanding the positive applications of "gaming+" in fields such as education and healthcare; in precise prevention and control, leveraging multimodal biometric and behavioral data to establish an AI−driven dynamic risk assessment and tiered intervention system; through mechanism exploration, enhancing interdisciplinary research integrating neuroscience, psychology, and epidemiology to elucidate the mechanisms underlying IGD development, identify key intervention targets, and enhance clinical outcomes. Through these approaches, the innovation of the gaming industry and the protection of public health can be synergistically advanced, achieving a harmony between social benefits and economic gains.

, correspAuthors=Yan SUN, authorNote=null, correspAuthorsNote=null, copyrightStatement=All rights reserved. Unauthorized reproduction is prohibited., copyrightOwner=null, extLink=null, articleAbsUrl=null, sourceXml=null, magXml=null, pdfUrl=null, pdf=null, pdfFileSize=null, pdfExtLink=null, richHtmlUrl=null, mobilePdfUrl=null, reviewReport=null, pdfFirstPage=null, abstractGraph=null, abstractGraphContent=null, abstractVideo=null, citation=null, cebUrl=null, magXmlContent=null, mapNumber=null, authorCompany=null, fund=null, authors=null, authorsList=Qihong ZHENG, Yixuan SONG, Yuchen HUANG, Yan SUN), CN=ArticleExt(id=1276202985009053998, articleId=1276202980005249319, tenantId=1146029695717560320, journalId=1146031591421210625, language=CN, title=网络游戏的双刃剑效应及其成瘾风险防控, columnId=1150494642375586098, journalTitle=科技导报, columnName=特色专题, runingTitle=null, highlight=null, articleAbstract=

在数字化时代背景下,网络游戏呈现出显著的双刃剑效应。中国作为全球最大的游戏市场,自20世纪90年代产业兴起以来,游戏产业已逐步成为推动经济增长、促进技术创新与文化输出的重要力量,并在虚拟社交生态构建与教育游戏化等领域发挥积极作用。综述了网络游戏带来的健康风险,包括生理层面的视力损伤、代谢异常与昼夜节律紊乱,心理层面的情绪调节障碍、认知混淆与现实感弱化,以及家庭社会层面的经济负担与暴力行为倾向等。严重沉迷者更可能发展为网络游戏障碍(internet gaming disorder,IGD),表现为对游戏行为赋予过高优先级、自控能力受损,即使出现负面后果仍持续进行游戏行为。尽管目前防沉迷系统已广泛实施,IGD的防控仍存在显著缺口。因此,有必要构建覆盖成瘾行为发生发展全过程的三级分层干预体系,以实现产业健康发展与公共风险防控之间的平衡。提出未来网络游戏的可持续发展应聚焦以下3大核心方向:一是在源头治理层面,践行“技术向善”理念,将防沉迷机制系统化融入游戏设计,并积极拓展“游戏+”在教育、医疗等领域的正向应用场景;二是在精准防控层面,整合多模态生物与行为数据,构建基于人工智能的动态风险评估与分级干预体系;三是在机制解析层面,加强神经科学、心理学与流行病学等多学科交叉融合,深入揭示IGD的发生与发展机制,识别关键干预靶点,提升临床防治效果。通过以上路径,可协同推进游戏产业创新与公共健康保障,实现社会效益与经济效益的统一。

, correspAuthors=孙艳, authorNote=null, correspAuthorsNote=
孙艳(通信作者),副研究员,研究方向为成瘾的易感机制及防治,电子信箱:
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郑祺泓,硕士研究生,研究方向为行为成瘾的发病机制及干预,电子信箱:

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网络游戏的双刃剑效应及其成瘾风险防控
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郑祺泓 , 宋奕璇 , 黄宇辰 , 孙艳 *
科技导报 | 特色专题 2026,44(11): 77-86
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科技导报 | 特色专题 2026, 44(11): 77-86
网络游戏的双刃剑效应及其成瘾风险防控
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郑祺泓 , 宋奕璇, 黄宇辰, 孙艳*
作者信息
  • 北京大学基础医学院,中国药物依赖性研究所,北京 100191
  • 郑祺泓,硕士研究生,研究方向为行为成瘾的发病机制及干预,电子信箱:

通讯作者:

孙艳(通信作者),副研究员,研究方向为成瘾的易感机制及防治,电子信箱:
Double−edged sword of online gaming and the prevention and control of addiction risks
Qihong ZHENG , Yixuan SONG, Yuchen HUANG, Yan SUN*
Affiliations
  • School of Basic Medical Sciences, National Institute on Drug Dependence, Peking University, Beijing 100191, China
出版时间: 2026-06-13 doi: 10.3981/j.issn.1000-7857.2025.07.00083
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在数字化时代背景下,网络游戏呈现出显著的双刃剑效应。中国作为全球最大的游戏市场,自20世纪90年代产业兴起以来,游戏产业已逐步成为推动经济增长、促进技术创新与文化输出的重要力量,并在虚拟社交生态构建与教育游戏化等领域发挥积极作用。综述了网络游戏带来的健康风险,包括生理层面的视力损伤、代谢异常与昼夜节律紊乱,心理层面的情绪调节障碍、认知混淆与现实感弱化,以及家庭社会层面的经济负担与暴力行为倾向等。严重沉迷者更可能发展为网络游戏障碍(internet gaming disorder,IGD),表现为对游戏行为赋予过高优先级、自控能力受损,即使出现负面后果仍持续进行游戏行为。尽管目前防沉迷系统已广泛实施,IGD的防控仍存在显著缺口。因此,有必要构建覆盖成瘾行为发生发展全过程的三级分层干预体系,以实现产业健康发展与公共风险防控之间的平衡。提出未来网络游戏的可持续发展应聚焦以下3大核心方向:一是在源头治理层面,践行“技术向善”理念,将防沉迷机制系统化融入游戏设计,并积极拓展“游戏+”在教育、医疗等领域的正向应用场景;二是在精准防控层面,整合多模态生物与行为数据,构建基于人工智能的动态风险评估与分级干预体系;三是在机制解析层面,加强神经科学、心理学与流行病学等多学科交叉融合,深入揭示IGD的发生与发展机制,识别关键干预靶点,提升临床防治效果。通过以上路径,可协同推进游戏产业创新与公共健康保障,实现社会效益与经济效益的统一。

网络游戏  /  双刃剑效应  /  网络游戏障碍  /  三级分层防控

In the digital era, online gaming exhibits a notable double−edged sword effect. As the world's largest gaming market, China's gaming industry has evolved since the 1990s into a core driver of economic growth, technological innovation, and cultural export. It also plays an active role in constructing virtual social ecosystems and promoting gamification in education. However, its associated health risks cannot be overlooked, including physiological issues such as visual impairment, metabolic abnormalities, and circadian rhythm disruptions; psychological challenges like emotional dysregulation, cognitive confusion, and reduced sense of reality; as well as socioeconomic burdens at the familial and societal levels, including financial strain, and tendencies toward violent behavior. Severe addiction may progress into Internet Gaming Disorder (IGD), characterized by excessive prioritization of gaming, impaired self−control, and persistence gaming despite negative consequences. Although anti−addiction systems have been widely implemented, significant gaps remain in IGD prevention and control. Therefore, it is essential to establish a three−tier hierarchical intervention system covering the entire process of addictive behavior development to balance industrial growth with public risk mitigation. The sustainable development of online gaming should focus on three core directions: in the area of source governance, adopting a "Technology for Good" approach by systematically integrating anti−addiction mechanisms into game design and expanding the positive applications of "gaming+" in fields such as education and healthcare; in precise prevention and control, leveraging multimodal biometric and behavioral data to establish an AI−driven dynamic risk assessment and tiered intervention system; through mechanism exploration, enhancing interdisciplinary research integrating neuroscience, psychology, and epidemiology to elucidate the mechanisms underlying IGD development, identify key intervention targets, and enhance clinical outcomes. Through these approaches, the innovation of the gaming industry and the protection of public health can be synergistically advanced, achieving a harmony between social benefits and economic gains.

online gaming  /  dual effects  /  internet gaming disorder  /  three−tiered stratified prevention and control
郑祺泓, 宋奕璇, 黄宇辰, 孙艳. 网络游戏的双刃剑效应及其成瘾风险防控. 科技导报, 2026 , 44 (11) : 77 -86 . DOI: 10.3981/j.issn.1000-7857.2025.07.00083
Qihong ZHENG, Yixuan SONG, Yuchen HUANG, Yan SUN. Double−edged sword of online gaming and the prevention and control of addiction risks[J]. Science & Technology Review, 2026 , 44 (11) : 77 -86 . DOI: 10.3981/j.issn.1000-7857.2025.07.00083
中国网络游戏产业自20世纪90年代起步以来,历经高速发展与持续创新,已成长为全球规模领先、影响力广泛的重要市场。其在推动前沿技术研发、促进中国文化国际传播以及深化全球产业布局等方面展现出强劲活力和战略价值。2024年中国游戏市场实际销售收入达到3257.83亿元,游戏用户规模为6.74亿人。移动端游戏虽增速放缓,但仍占据主导,客户端游戏逆势增长。女性向游戏、小程序游戏等新兴赛道爆发式扩张[1]。这不仅体现在技术层面——60%的游戏企业已布局人工智能(artificial intelligence,AI)应用,如网易《逆水寒》通过智能非玩家角色(non−player character,NPC)和AI生成故事显著提升游戏互动性与开发效率,更加彰显于文化维度——《黑神话:悟空》《原神》等标杆作品将《西游记》知识产权(intellectual property,IP)与传统戏曲元素创新性融入游戏机制,既推动了国民文化自信的建构,更成为“游戏+文化”跨界输出的典范[23]。同时,网络游戏产业的发展也带来了多方面社会经济效益。社会层面,推动了虚拟文化共同体的构建,促使新型社交网络与社群关系的建立,改变了人们的社交模式和互动方式;教育、医疗等领域,也逐渐形成了游戏化学习、模拟训练等创新形式,为知识传播和技能培养提供了新的途径和方法,为社会的多元化发展注入了新活力。
然而,网络游戏发展亦伴随多重风险,如未成年人网络游戏时长及内容监管问题亟待解决,网络游戏成瘾风险对玩家的身心健康构成威胁。此外,网络游戏出海还面临着本地化难题和知识产权纠纷等挑战,这些问题都制约着产业的健康可持续发展。因此,在数字化浪潮持续推进的背景下,需以理性视角审视网络游戏的双面性,既要看到其作为技术、艺术与文化传播载体的潜力——鼓励技术创新与文化输出,也需要认识到带来的社会与治理挑战——构建更加完善的治理体系与行业规范。鉴于成瘾风险的严峻性和紧迫性,本文还将探讨其防控方案,以期构建系统的治疗方案,推动产业在创新与规范中实现可持续发展。
游戏产业已经成为全球经济的重要组成部分。回顾中国电子游戏产业的发展,自2004年中国网络游戏收入、游戏用户数量均逐年升高,形成千亿级新兴产业生态,至此中国已成为全球最大的游戏市场之一。在游戏产业蓬勃发展的前景下也衍生了其他新型的与游戏相关的二级产业,如电子竞技、选手玩家培训、游戏解说、游戏陪玩等,给游戏经济带来了附加经济价值。其中,电子竞技产业最为火爆,根据《2024年中国电子竞技产业报告》,2024年中国电子竞技产业实际销售收入275.68亿元,同比增长4.62%,占比最大的依然是直播收入,为80.84%;其次是赛事收入、俱乐部收入和其他收入,占比分别为8.75%、6.37%和4.04%[4]。不仅如此,俱乐部打造的明星电竞选手还带动了粉丝经济,更是为电竞产业增加了相当大的经济增长。由此可见,游戏产业还处于快速发展时期,且伴随着正向的经济增长反馈,还会有源源不断的资本流入,行业发展前景潜力巨大。
网络游戏不仅是娱乐产品,更是尖端数字技术的试验场和应用平台。游戏行业对高性能计算、实时渲染、AI等技术的需求,推动了相关领域的快速发展。20世纪50年代的AI,20世纪60年代的计算机图形学,20世纪70年代的游戏控制器,20世纪80年代的增强现实(augmented reality,AR)技术,20世纪90年代的显卡与游戏引擎,21世纪前10年的移动互联网与智能手机,直到最近10多年的显示技术、云计算、生物识别、人工智能生成内容(artificial intelligence generated content,AIGC)等一批数字技术的大爆发,游戏的发展始终与每个年代的标志性科技创新交织在一起[5]。专家认为“游戏技术”已成为一个国家技术创新能力的重要标志。《游戏技术——数实融合进程中的技术新集群》报告了“游戏技术”对于芯片产业、高速通信网络产业、AR/虚拟现实(virtual reality,VR)产业等的直接贡献,分别为14.9%、46.3%、71.6%的科技进步贡献率[6]。DeepMind公司的AlphaStar算法在《星际争霸2》中战胜人类职业选手,此类生成式AI大模型已在军事物流中进行应用,包括供应链可视化、智能库存管理和物资需求规划等[7]
网络游戏作为融合技术叙事与艺术表达的“第九艺术”[8],依靠数字技术,将音乐、动画、文学、服饰等元素相融合,制造出特定的虚幻游戏场景,日益成为全球文化战略发展的重要载体,正在深度参与文化产业的创新与转型。通过游戏化手段,传统文化资源得以数字化保存、创新性转化和跨文化传播,不仅拓展了文化产业的商业模式,也为文化遗产保护、文化教育及文旅融合提供了新思路。20世纪初至2015年,国产游戏行业一方面受制于技术和制作水平,另一方面,文化主权意识不强,对中国文化叙事重视不够,制约了本土游戏行业的发展。而近年,随着文化强国战略的确立推进和数字科技的发展进步,国产游戏作为新兴文化载体,在传承与弘扬传统文化方面展现出越来越大的潜力,不仅深度挖掘了优秀传统文化元素,而且以游戏形式促进了传统文化的活态传承,使全球玩家在游戏过程中依靠游戏本身的正向反馈机制,自然地感受中国文化,增强了传播效果。例如,角色扮演游戏《黑神话:悟空》以四大名著《西游记》为故事原型,在全球范围内引发了高度的关注与热议,游戏实景扫描山西古建筑,还原度极高,飞檐斗拱、雕梁画栋等中式古风元素随处可见,故随着游戏的火爆也带动了山西的旅游业,游戏中出现的如应县木塔、大同云冈石窟等景点,成为游客打卡的热门地[9]
曼纽尔·卡斯特曾言“网络社会的崛起,既强化了现有的社会模式,又扩延了社会网络的范围,无论是对人类社会交往的形式、内容,还是社会交往的广度、深度均进行了前所未有的拓展”[10]。在虚拟社交文化中,网络游戏及其相关产业对年轻人意义重大,不仅满足了娱乐需求,还提供了重要的社交功能,玩家可通过组队合作,建立联系,共同探索游戏世界[11]。这种新型的社交关系仍然可以使玩家从中获得社交归属感,满足自我需求的实现。一项针对《王者荣耀》的调查显示,玩家在游戏中构建的虚拟社交网络突破现实社交边界,涵盖熟人关系维系与陌生人社交拓展,并延伸至游戏内外多元场景;其核心驱动因素包括成就动机(如段位提升)、社交需求(如战队协作)及身份重构(如角色扮演)等多维心理需求[12]。多人在线游戏和竞技游戏(如《英雄联盟》《三角洲行动》)强化了团队协作社交,游戏玩家需组队赢得游戏或完成赛季任务,过程中形成稳定的“游戏社交圈”。跨区域服务器(国际服)游戏通过全球化运营,促进跨文化玩家的深度互动与协作,如《绝地潜兵2》新推出的国际服跨区联机新功能打破了“次元壁”,促进了各个国家地区的组队交流,典型例子包括中美玩家在游戏中自发协作,共同守卫“上海”(游戏中的虚拟城市“on sea”)的团结画面。
近年来,随着游戏化学习理念的兴起,网络游戏在教育、医疗、职业培训等领域展现出独特的应用价值。《我的世界》教育版已在全球多国课堂教学中发挥作用,如某小学利用其提高学生编程参与度与学习效果[13];意大利某校借此教授基础科学知识,促进了学生互联和横向思考的能力[14]。《我的世界》还被广泛应用于对于闭症谱系障碍儿童的治疗中,促进儿童的社会互动以及为他们的父母提供同伴支持[15]。此外,VR游戏技术对创伤后应激障碍(post−traumatic stress disorder,PTSD)、焦虑障碍、成瘾障碍的治疗可以起关键作用,对军人PTSD治疗效果显著[16]。混合现实(mixed reality,MR)技术融合了VR和AR的技术特点,为医学专业人员提供了一个沉浸式的学习与训练平台,对医学影像专业教学产生深远影响[17]
然而,网络游戏的社会影响绝非全然正面,其精心设计的反馈机制、庞大的社交生态与引人入胜的沉浸体验,在为用户创造积极情绪价值的同时,也潜藏着显著的成瘾风险。由于网络游戏具有这种“双刃剑”特性,我们在积极肯定并利用其正向价值的过程中,更应警惕其可能被滥用、对心理脆弱个体产生负面影响的风险。
长期沉迷于网络游戏的人可以经常连续几个小时甚至通宵坐在电脑前,基础生理需求(饮食/排泄)间隔可延长至8~10 h,除了握鼠标和敲击键盘,身体一动不动,因此会引发多种不良影响。在生理健康层面,发光二极管(light emitting diode,LED)屏幕的380~450 nm短波高能蓝光分量偏高,长时间关注电子屏幕,降低眨眼频率,会对眼睛视网膜造成潜在伤害,使晶状体过度屈曲,这极大地影响了青少年的视力健康[1819]。此外,长时间地使用鼠标、键盘等进行游戏活动还可能导致关节炎、腱鞘炎等,长时间低头玩手游则会导致颈椎病。同时,长时间不间断的游戏行为使玩家昼夜节律紊乱,导致失眠、睡眠质量下降、白天嗜睡。这不仅影响精神状态,更与免疫力下降、内分泌失调、肥胖、心血管疾病风险增加等长期健康问题密切相关。
在心理健康层面,沉迷网络游戏会导致如抑郁焦虑等相关情绪症状的加重,并可能增加自杀、自伤行为风险[20]。一项关于中国青少年的横断面分析发现,问题性互联网使用与自杀意念之间也有一定的关联[21]。网络游戏对未成年人的价值认知体系可能有较为严重的消极影响[22]。研究表明,网络游戏时间越长,受虚拟世界的干扰越容易,混淆虚拟与现实,模糊在现实的道德界限[22]。而如今暴力文化元素充斥在电子游戏的设计中,有些青少年会模仿游戏中的暴力行为从而引发校园暴力事件,严重影响社会安全。同时,某些玩家出于对虚荣心的追求在游戏中氪金,想以此在社交圈层中逐步塑造出独树一帜的个人形象,以及在游戏社群中身份地位的不断提高[23]。这种“付费即变强(pay−to−win)”模式(氪金−战力),极易使心智未成熟的青少年将游戏内逻辑错误地等同于现实世界中的成功标准,即认为财富是获得尊重、身份与地位的最直接途径。
沉迷网络游戏还会带来经济安全与家庭矛盾的连锁性风险。在2021年初发布的《2020中国游戏领域未成年人保护白皮书》中,有33%的未成年玩家表示自己会为了喜欢的游戏物品冲动消费,17%的未成年玩家表示自己在游戏中的消费情况超出了自身的家庭条件,还有8%未成年玩家对自己的游戏消费是否过度没有清晰认知[24]。加上内购游戏(游戏免费向玩家开放,通过向玩家出售服装、道具等获得收入)的盛行,如《阴阳师》《原神》《明日方舟》,还有在2024年营收达到377.98亿营收,稳居中国乃至世界手游第一的《王者荣耀》。这类游戏看似给了玩家选择的空间,实际上玩家需要付出更多克制欲望的代价[25]。在面对游戏世界中由审美符号所构筑的幻象,玩家更容易受到审美因素的驱动,陷入非理性的消费追求,导致拜金行为演变成一场缺乏节制的消费狂欢[23]
据调查,《王者荣耀》的主要玩家群体集中在18~24岁的青年,此阶段青年大多处于人生迷茫期,面临着来自多方的压力,易沉迷于网络游戏,以逃避现实,有患网络游戏障碍(internet gaming disorder,IGD)风险[26]。IGD虽未被《精神障碍诊断与统计手册(第五版)》(The diagnostic and statistical manual of mental disorders−5,DSM−5)正式列为独立的精神障碍,但也列出了IGD的初步临床诊断标准,包括全神贯注于游戏、戒断反应、耐受性增加、无法控制游戏行为、对其他活动失去兴趣、尽管存在负面影响仍继续游戏、隐瞒游戏行为、通过游戏缓解负面情绪,以及因游戏面临失业或学业风险[27],并且需满足至少5项症状且持续12个月以上才可将其诊断为IGD[2831]。根据国际疾病分类第11次修订本(The international classification of diseases−11,ICD−11),IGD的3个核心症状为对游戏行为的控制能力受损、游戏行为的优先级增加,以及在知道负面后果的情况下仍增加对游戏的依赖性[32]。值得注意的是,网络游戏沉迷是一种行为现象,是指花大量时间和精力玩游戏,但未必严重损害生活。而游戏障碍是一种精神疾病诊断,指游戏行为失控,并已严重损害了个人、家庭、社交等重要功能领域。研究发现,中国青少年和年轻人的IGD患病率为10.8%,显著高于国际水平[3334]
渴求作为核心症状,是再次引发游戏行为(复发)的重要因素。IGD患者的渴求(静息状态和游戏线索诱发状态)显著强于娱乐性游戏使用者(regular gaming user,RGU)(网络游戏程度严重但不成瘾)和健康人群,且与前额皮质、纹状体和楔前叶的激活增加有关[35]。在男性IGD患者中,还发现特定额叶功能连接与渴求的负相关[3637]。IGD戒断期间会出现的戒断症状,包括快感缺乏和与游戏相关的冲动行为。研究发现,与RGU相比,IGD组中85.5%的人出现了戒断症状,且戒断时间越短其游戏渴求程度越高[38]
2016年,Brand等[39]提出了I−PACE(个体−情感−认知−执行)心理模型,该模型强调易感因素、情感与认知反应、执行功能及抑制控制在IGD发生和维持中的核心作用。该模型为进一步理解多因素共同影响IGD的机制提供了理论框架。在这些因素中,环境(如社会、家庭等)、人际(如同伴关系、社会支持等)与个人特质都会对IGD的发展和维持产生重要影响。例如,2019年一项基于中国青少年的研究指出,融入网游有关的社交环境(如在网吧玩网游)及亲情缺失(如与家人关系差、具有儿童期不良经历)是诱导娱乐性网游使用发展为IGD的关键风险因素[40]。有荟萃分析表明,中国青少年中独生子女IGD患病率(5%)显著高于非独生子女(3%)。这一差异反映出家庭结构因素可能通过影响青少年的社交替代机制,进而参与IGD的发生发展过程。此外,IGD常与诸多心理问题、人格特质相关,包括压力、焦虑、抑郁、情绪困扰、孤独和自尊心低等[34, 41]。此外,个人因素对IGD发生的预测性更强[42]。研究表明IGD与更高的神经质、较低的责任感和低外向性相关[4344]
认知神经证据表明,相较于健康对照组及娱乐性游戏使用者,IGD患者在抑制控制任务及静息态下均表现出显著的认知功能受损与特定脑区激活异常,提示其存在抑制控制能力缺陷及冲动性升高的病理特征[45]。与健康对照组相比,IGD患者在爱荷华赌博任务、延迟折扣任务等任务中表现出更低的得分和更慢的延迟奖励反应,表明IGD适应性决策的过程存在缺陷,动态认知能力较弱[4648]。IGD在决策过程中的风险评估和奖赏处理功能受损可能与其面对负面结果仍继续游戏行为有关。因此,抑制控制能力下降以及决策功能障碍是IGD认知行为异常的关键特征。
综上所述,网络游戏沉迷乃至成瘾所导致的身心健康损害、家庭经济负担以及认知与脑功能异常等问题,已超越个别案例,呈现出明显的群体性与规律性特征。其影响范围广泛、危害层次深远,已成为涉及生物、心理与社会三重维度的复杂公共健康挑战。因此,构建系统化、多层级、结构清晰的网络游戏成瘾防控体系势在必行。
预防成瘾最常见的模型为公共卫生模型,通常包括一级预防、二级预防和三级预防,分别针对成瘾行为的发生前、早期阶段和已发展成瘾后的不同阶段进行干预[49]图1)。
一级预防的核心目标是通过减少风险因素和增强保护性因素,在成瘾行为发生前进行干预。这一阶段包括教育与宣传、政策法律干预、健康促进和社区环境优化。据调查,未成年人网络游戏管控存在适龄性管理不足、内容不适配、社交依赖风险,如网络游戏包含暴力、性暗示即高度互动的社交场景,极易将游戏中的情感联结和社交满足等同于现实生活中的互动,这不仅对其心理健康构成直接冲击,还在其行为模式和价值观的形成中埋下潜在隐患[50]。在减少风险因素层面,中国和韩国政府都启动了相应的针对青少年和儿童的网络成瘾预防政策[51]。从2005年中国颁布首个网络游戏防沉迷政策文件至今,有关文件已增至10余部,政策呈现逐步严格和细化趋势,即超时游戏从以往的不主张到如今的不允许,游戏时段/时长限制大幅度缩减,且不仅对游戏厂商进行管理,还纳入了学校等主体[52]。而2024年国家互联网信息办公室升级的《未成年人模式建设指南》明确2大核心新规:所有应用程序的“青少年模式”必须强制开启;分年龄管控,时间上不满16周岁未成年人每日限时1 h,16~18周岁每日限时2 h;内容上按照不满3周岁、3~8周岁、8~12周岁、12~16周岁、16~18周岁,逐层次推荐符合不同年龄阶段未成年人身心发展特点和认知能力的优质内容[53]。在增强保护因素层面,研究发现,良好的社区和家庭环境能够显著降低成瘾的发生[54]。家长应针对青少年子女沉迷网络游戏的问题采取有效沟通,在把握好监管尺度的情况下予以正确引导,并在此基础上进行家校联合干预,与学校老师积极配合[22]。此外,推广体育运动、艺术活动等健康生活方式,能够替代成瘾行为的潜在需求[55],而改善家庭关系和社会支持网络则有助于减少因情感缺失导致的成瘾倾向[5657]
二级预防侧重于成瘾行为的早期识别与干预,强调“早发现、早干预”的原则。目前,虽尚未产生普遍认可的IGD筛查或诊断的金标准,但主流成瘾治疗机构多采用IGD−20量表、DSM−5、ICD−11等标准化工具对高危人群开展定期筛查[39]。近年来,随着AI技术的发展,机器学习凭借其高效处理复杂数据、挖掘潜在模式以及动态优化干预策略的能力,为成瘾高危个体的早期识别提供了新途径[58]。在神经机制研究方面,有研究通过一种在低维度空间中表示大脑功能拓扑的新工具——功能连接梯度(functional connectome gradient,FCG)——发现IGD患者从低级感觉运动、视觉系统到高级认知控制及奖赏处理系统表现出与健康对照相比异常神经活动模式。进一步利用机器学习构建的青少年网络游戏障碍高风险预测模型表明,额叶和边缘叶的FCG指标差异,以及杏仁核、前额叶的功能模式分离可能是网络游戏障碍高风险的潜在神经标志物[59]。此外,与冲动性相关的右侧额上回内侧(ORBsupmed)枢纽度也被认为可能是IGD的潜在生物标志物[60]。在主动监测与预警方面,南方科技大学研究团队开发了一种游戏障碍行为早期预测模型,通过在线问卷调查和 Python 网络爬虫技术收集数据,并结合自然语言处理对数据进行结构化处理,实现了对青少年过度游戏和成瘾风险的主动监测[61]。对于筛查识别出的高风险个体,需及时进行干预。I−PACE模型为干预提供了方向,建议治疗应聚焦于可调节的中介变量,如应对策略、网络相关的认知偏差、注意力偏差、线索反应性、渴求程度以及执行控制功能[39]。在实践层面,认知行为疗法(cognitive behavior therapy,CBT)被证实是干预IGD的有效措施,可帮助个体识别并调整不良认知模式,增强执行与抑制能力,且显著减轻IGD严重程度、焦虑和抑郁,从而减少对网络游戏的使用[62]。研究还发现,将CBT与体育锻炼或正念疗法等辅助手段相结合,能进一步提升干预效果[62]
三级预防主要针对已发展为成瘾的个体,旨在通过系统性的治疗与康复降低复发风险和改善社会功能。目前针对IGD的治疗策略多借鉴于物质使用障碍领域,以心理治疗为主(包括动机访谈、认知行为疗法等),此外还有药物治疗及物理干预[63]。心理干预中,基于正念的措施被认为可能缓解行为成瘾症状及其潜在机制(如渴求)[64],然而现有证据仍存在异质性高、数据薄弱的问题[65]。渴求行为干预(cognitive behavioral intervention,CBI)通过团体治疗的形式减轻参与者的习惯性渴求,并改善了IGD患者的默认模式网络内及其与显著性网络间的功能连接[66]。此外,研究显示,经过传统的“戒断”干预治疗可以改善IGD个体对游戏的自动注意偏差,但在负面情绪或渴求增强时仍容易复发[67]。在药物治疗方面,5−羟色胺再摄取抑制剂和安非他酮(一种抗抑郁药)能通过减少IGD的游戏冲动性减少对游戏的渴求,但其疗效的支持证据有限[39]。物理治疗方面,近年来非侵入性神经调控技术因安全性高、无创等特点,被广泛应用于精神类疾病治疗[68]。在IGD治疗中,以背外侧前额叶皮层为靶点的经颅直流电刺激应用较多,其疗效已被多项研究证实[39]。该治疗可协助患者在渴求抑制、认知功能提升(如停止信号任务反应时缩短)及神经网络重塑(如背侧前额叶–前扣带回脑区连接增强)等方面取得初步改善[6972]。尽管如此,IGD的最佳神经干预靶点及方案仍有待进一步明确。未来研究应重点关注调控前扣带回−前岛叶情绪调节环路与腹侧纹状体−眶额皮层奖赏环路之间的协同失调,以推动治疗策略的精准化和个体化。
网络游戏作为数字时代的重要文化形态与经济载体,其发展始终伴随着鲜明的两面性:一方面,它显著推动了科技革新、经济增长与文化传播,并丰富了社会交往与创新表达的形式;另一方面,它也带来了诸如网络游戏障碍等不可忽视的个体与公共健康问题。这折射出技术理性与人性深层需求之间的复杂互动。技术机制(如即时反馈、持续奖励与社交绑定)在提升游戏体验与用户黏性的同时,也可能过度激活大脑奖赏回路,导致自我调节能力受限的个体出现行为失控。为实现该行业的可持续与负责任发展,未来应在充分发挥其正向价值的基础上,系统性地抑制其潜在风险,通过跨领域、多层次的治理策略,构建兼顾创新与健康的生态体系。
首先,在网络游戏设计上深化创新与价值拓展,并践行“技术向善”原则。积极融合VR/AR、AIGC等技术提升沉浸感与交互体验,强化以中国叙事诠释世界故事的文化输出提升软实力,并深化“游戏+”在教育、医疗、职业培训等领域的跨界融合以释放解决社会痛点的正向价值。同时将防沉迷理念嵌入全流程,如弱化诱导性付费、优化成就系统(减少单一即时反馈)、强化社交协作(而非纯竞争)、加强登录管控(人脸识别、声纹检测与指纹验证,三重生物特征认证),从源头降低成瘾风险。
其次,构建以“识别−评估−控制−监督”为核心的精准防控体系,依托数字技术实施三级联防策略[73]。在符合伦理前提下,开发高灵敏度的多维评估工具,整合游戏行为数据(如在线游戏时长、消费行为模式、社交互动与情绪表达等)、可穿戴设备采集的生理指标及经过信效度检验的心理量表(如互联网游戏障碍量表−简表(IGDS9−SF)),利用AI建立智能预警系统,实现高风险模式(如持续深夜游戏、消费剧增、社交退缩)的早期识别与分级干预。分级干预则需依托医疗机构制定针对不同风险等级的标准化干预流程。例如,低风险人群可通过自我管理工具/软件进行引导;中风险人群需定期进行线上咨询和认知行为干预;高风险人群则应立即启动临床转介机制,提供面对面心理咨询甚至门诊治疗。作为“数字原住民”,年轻群体对于数字化干预手段具有较高的接受度,此方式可突破地域壁垒,提高干预服务的可及性与参与度。与此同时,应重视家庭、朋友、同龄人等,可借鉴国际经验,如澳大利亚的Headspace项目、加拿大的综合青少年服务项目、爱尔兰的Jigsaw项目等,构建融合社会支持与专业服务的综合性初级保健服务模式。
最后,还需要大力推进多学科交叉研究。神经科学可与计算机科学联合,借助脑影像、电生理等技术揭示IGD的神经机制,并利用机器学习方法识别其特异性生物标志物,为开发新型干预手段提供靶点。与心理学的融合研究,有助于设计可评估网络游戏成瘾风险的心理学范式以及增强玩家内驱力的认知训练范式,为个体抵御成瘾提供内在动力支持。此外,将前沿的非侵入性物理及心理干预方法应用于IGD防治中,此举将提高IGD在临床中的疗效。
总而言之,网络游戏产业要实现可持续发展,必须摒弃污名化与粗放管控的旧有范式。在理论层面,应深入探索游戏对认知功能、行为模式与情感体验的复杂影响,逐步构建兼顾风险与收益的综合评估框架。在实践层面,可依托大数据与AI等技术手段,采取双轨并行策略:一是建立精准化、多层次的防控体系,实现风险早期预测、用户亚型识别与实时行为干预,有效降低成瘾及相关危害;二是拓展“游戏+”跨界融合应用,充分发掘其在教育创新、文化传播与认知训练等领域的潜能,增强产业正外部性和文化软实力。唯有在技术创新与玩家福祉之间取得审慎平衡,扬技术之善而抑其潜在风险,才能真正推动网络游戏产业走向健康、负责任、可持续的未来。
  • 科技部科技创新2030–重大项目青年科学家项目(2022ZD0211200)
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2026年第44卷第11期
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doi: 10.3981/j.issn.1000-7857.2025.07.00083
  • 接收时间:2025-07-21
  • 首发时间:2026-06-23
  • 出版时间:2026-06-13
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  • 收稿日期:2025-07-21
  • 修回日期:2025-09-15
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科技部科技创新2030–重大项目青年科学家项目(2022ZD0211200)
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    北京大学基础医学院,中国药物依赖性研究所,北京 100191

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孙艳(通信作者),副研究员,研究方向为成瘾的易感机制及防治,电子信箱:
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2种不同金属材料的力学参数

Family
属数
Number of
genus
种数
Number of
species
占总种数比例
Percentage of
total species (%)

Genus
种数
Number of
species
占总种数比例
Percentage of total
species (%)
鹅膏菌科Amanitaceae 2 11 5.26 鹅膏菌属 Amanita 10 4.78
小菇科 Mycenaceae 2 12 5.74 丝盖伞属 Inocybe 5 2.39
多孔菌科 Polyporaceae 8 14 6.70 蜡蘑属 Laccaria 5 2.39
红菇科 Russulaceae 3 23 11.00 小皮伞属 Marasmius 6 2.87
小菇属 Mycena 11 5.26
光柄菇属 Pluteus 5 2.39
红菇属 Russula 17 8.13
栓菌属 Trametes 5 2.39
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