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1.
To increase game loyalty but decrease game addiction, this study examines online game social migration and tests the mediating effects of offline social value and maladaptive cognition on the basis of the theory of consumption value and the cognitive behavioral model of pathological Internet use. The results are as follows: (i) Overall, online game social migration is associated with greater game loyalty and less game addiction; (ii) The positive association between online game social migration and game loyalty was mediated by offline social value; and (iii) Online game social migration is associated with lower game addiction. This paper provides a new perspective (taking into account both business interests and players' psychological health) for online game research and also offers practical guidance for cooperation between game companies and the public. Copyright © 2017 John Wiley & Sons, Ltd.  相似文献   

2.
戴珅懿  马庆国  王小毅 《心理科学》2011,34(6):1302-1307
近年来,网络病态使用的一个子类-网络游戏成瘾已经引起了学术研究的兴趣。本研究采用修正版 Stroop实验范式-Online Game Stroop探讨网络游戏成瘾者的注意偏向过程。结果发现,在网络游戏成瘾组中,网络游戏相关词语与中性词语相比诱发了更高的P200以及P300的振幅,但在正常对照组中未发现相同结果。此线索-反应证实了网络游戏成瘾者对特有的成瘾相关线索的高度敏感化引起的注意偏向可能是其成瘾行为产生和维持的重要基础。  相似文献   

3.
The negative impact of Internet use on adolescents has received much popular attention and has also become a popular research topic. How to induce adolescent players to change their attitudes toward online gaming is one of the most important issues in online gaming addiction. The present study is based on the less-leads-to-more effect of dissonance theory. Experimental research was conducted to examine the effects of rewards and decision freedom on attitude change toward online gaming among adolescents considered at risk for addiction. The results supported predictions based on external justification in dissonance theory. Specifically, fewer rewards produced greater attitude change toward online gaming in the condition of personal freedom of choice after participants exhibited attitude-discrepant behavior. However, the less-leads-to-more effect was not prominent in the condition without personal freedom of choice. Adopting a reward strategy to induce game players to disengage online gaming is discussed.  相似文献   

4.
This article examines the democratic potential of online communities by investigating the influence of network heterogeneity on social tolerance in an online gaming environment. Online game communities are potential sources of bridging social capital because they tend to be relatively heterogeneous. Causal analyses are conducted using structural equation modeling with survey data collected in a three‐wave panel of online game players in Japan. Results show that the heterogeneous composition of online community causally enhances social tolerance toward community members within the online gaming setting. Furthermore, results show that enhanced social tolerance toward online community members is generalized to offline settings. This causal process suggests that online communities provide access to bridging social capital by gathering heterogeneous populations around shared contexts.  相似文献   

5.
Research examining online games often focuses on their potential to negatively impact players. One of the most common concerns is that playing online with others can displace offline relationships and, consequently, detrimentally affect one’s level of “offline” social support. However, there has been little empirical evidence supporting these causal claims. The current study addresses this by outlining a longitudinal analysis between gaming- and non-gaming-related friendships and social support among a representative sample of social online players (i.e., people who play online video games with others). The results indicate that social online video game play with online or offline friends is not related to perceived social support, positively or negatively, cross-sectionally or longitudinally. Taken together, these results dispute the long-held claims of the social displacement hypothesis and instead suggest that social online video game play does not have negative real-world consequences on players’ offline friendships or levels of offline social support.  相似文献   

6.
The past decades have witnessed a dramatic increase in the number of youths using the Internet, especially for communicating with peers. Online activity can widen and strengthen the social networks of adolescents and emerging adults (Subrahmanyam & Smahel, 2011), but it also increases the risk of Internet addiction. Using a framework derived from Griffiths (2000a), this study examined associations between online friendship and Internet addiction in a representative sample (n = 394) of Czech youths ages 12-26 years (M = 18.58). Three different approaches to friendship were identified: exclusively offline, face-to-face oriented, Internet oriented, on the basis of the relative percentages of online and offline associates in participants' friendship networks. The rate of Internet addiction did not differ by age or gender but was associated with communication styles, hours spent online, and friendship approaches. The study revealed that effects between Internet addiction and approaches to friendship may be reciprocal: Being oriented toward having more online friends, preferring online communication, and spending more time online were related to increased risk of Internet addiction; on the other hand, there is an alternative causal explanation that Internet addiction and preference for online communication conditions young people's tendency to seek friendship from people met online.  相似文献   

7.
Offline peer victimization has been linked to psychosomatic complaints. As peer victimization is no longer limited to adolescents’ offline relationships, it is crucial that we investigate whether online peer victimization has similar negative consequences. To date, no study systematically investigated the unique contribution of online vs. offline peer victimization on psychosomatic complaints, and the possible protective effect of social support. The current study disentangled offline and online peer victimization by distinguishing four victim types: non-victims, offline, online, and dual victims (N = 897, 9-to-18-year-olds). In addition, we assessed perceived social support from teachers, parents, friends and classmates. A main effect was found for victim type on psychosomatic complaints. Victims (offline or dual) reported more psychosomatic complaints than non-victims. Notably, online victims reported similar levels of psychosomatic complaints compared to non-victims. Furthermore, although social support from parents and classmates was related to fewer psychosomatic complaints, only limited support was found for a buffering effect of social support.  相似文献   

8.
Excessive computer game playing: evidence for addiction and aggression?   总被引:2,自引:0,他引:2  
Computer games have become an ever-increasing part of many adolescents' day-to-day lives. Coupled with this phenomenon, reports of excessive gaming (computer game playing) denominated as "computer/video game addiction" have been discussed in the popular press as well as in recent scientific research. The aim of the present study was the investigation of the addictive potential of gaming as well as the relationship between excessive gaming and aggressive attitudes and behavior. A sample comprising of 7069 gamers answered two questionnaires online. Data revealed that 11.9% of participants (840 gamers) fulfilled diagnostic criteria of addiction concerning their gaming behavior, while there is only weak evidence for the assumption that aggressive behavior is interrelated with excessive gaming in general. Results of this study contribute to the assumption that also playing games without monetary reward meets criteria of addiction. Hence, an addictive potential of gaming should be taken into consideration regarding prevention and intervention.  相似文献   

9.
Many new and important developmental issues are encountered during adolescence, which is also a time when Internet use becomes increasingly popular. Studies have shown that adolescents are using these online spaces to address developmental issues, especially needs for intimacy and connection to others. Online communication with its potential for interacting with unknown others, may put teens at increased risk. Two hundred and fifty-one high school students completed an in-person survey, and 126 of these completed an additional online questionnaire about how and why they use the Internet, their activities on social networking sites (e.g., Facebook, MySpace) and their reasons for participation, and how they perceive these online spaces to impact their friendships. To examine the extent of overlap between online and offline friends, participants were asked to list the names of their top interaction partners offline and online (Facebook and instant messaging). Results reveal that adolescents mainly use social networking sites to connect with others, in particular with people known from offline contexts. While adolescents report little monitoring by their parents, there was no evidence that teens are putting themselves at risk by interacting with unknown others. Instead, adolescents seem to use the Internet, especially social networking sites, to connect with known others. While the study found moderate overlap between teens' closest online and offline friends, the patterns suggest that adolescents use online contexts to strengthen offline relationships.  相似文献   

10.
为探究父母忽视与青少年网络游戏成瘾的关系及其中心理机制,本研究以全国七个省的八所中学共805名初二学生为被试,采用问卷法考察了父母忽视与青少年网络游戏成瘾的关系及希望在其中的中介作用,并检验了该过程是否受到性别的调节。在控制了每周上网时间和网龄后,结果发现:(1)父母忽视对网络游戏成瘾具有正向预测作用;(2)希望在父母忽视和网络游戏成瘾间起到完全中介作用;(3)性别调节了中介模型的前半段路径,具体表现为相对于女生,父母忽视对男生希望的负向预测作用更显著。结果表明父母忽视会明显降低初二学生的希望水平,进而增加其网络游戏成瘾风险,并且在男生群体中的作用更加显著。  相似文献   

11.
Guided by a social ecological perspective, the aim of this study was to investigate the predictive strength of individual (barrier self-efficacy), social environmental (support from parents, friends, physical education teachers), and physical environmental variables (equipment accessibility, neighborhood safety) toward physical activity among school students. Participants were 285 students enrolled in a suburban public school. Hierarchical linear regression analysis highlighted the influence of self-efficacy, social support from parents, friends, physical education teachers, and accessible equipment on students’ physical activity. The findings indicated that physical educators and health promoters need to consider multiple factors as they design effective interventions to promote physical activity and prevent physical inactivity among school students. This study also supported the use of a social ecological perspective to investigate students’ physical activity.  相似文献   

12.
Online game addiction is a new mental disorder. This disorder is difficult to describe because of its comprehensive nature. Many online game players have problems controlling their playing time. They cannot stop playing a game that they enjoy. This research surveyed the past literature on "flow" and time disorder theory. A time distortion experiment was conducted. This research invited 64 children, teenagers, and young adults to investigate player skill and playing time effects on online game break-off. The playing experience and degree of time distortion were measured and analyzed. The results showed that both novice and expert online game players were subject to time distortion. The participants had difficulty breaking off from the game without intrusion by others in the real world. This research also suggests eight questions for self-evaluation for online game addiction.  相似文献   

13.
为探究父母忽视与青少年网络游戏成瘾的关系及其中心理机制,本研究以全国七个省的八所中学共805名初二学生为被试,采用问卷法考察了父母忽视与青少年网络游戏成瘾的关系及希望在其中的中介作用,并检验了该过程是否受到性别的调节。在控制了每周上网时间和网龄后,结果发现:(1)父母忽视对网络游戏成瘾具有正向预测作用;(2)希望在父母忽视和网络游戏成瘾间起到完全中介作用;(3)性别调节了中介模型的前半段路径,具体表现为相对于女生,父母忽视对男生希望的负向预测作用更显著。结果表明父母忽视会明显降低初二学生的希望水平,进而增加其网络游戏成瘾风险,并且在男生群体中的作用更加显著。  相似文献   

14.
This study was conducted to explore the lifestyles of online game players who have adopted the virtual world as part of their life. An online survey was conducted on players of an Internet-based game, Lineage. Lineage is the largest online game where people assume new identities and play various roles in a virtual environment, accommodating over 6 million users worldwide. A total of 4,786 game players participated in this survey, and their lifestyles were compared with their values and attitudes in the virtual world. Upon classification of their real-world lifestyles, their tendencies and desires were compared to lifestyles in the virtual world. This study showed that game players have developed their own distinctive lifestyles, and their lifestyles were a strong criterion for explaining behavior patterns and desires in the virtual world. Lifestyles were classified into three general categories: (1) single-oriented player, (2) community-oriented player, and (3) off-Real world player. Each group displayed distinct differences in their values and game activities, as well as in their anti-social behavior tendencies. The differences reflected not only their personality but also their socio-economic status within the virtual world, which is constructed through game activities. This study serves as a model to understand how players from different real-life backgrounds will behave in various game features and how they adopt the virtual world for their new social identities.  相似文献   

15.
As a consequence of numerous extreme-right terror attacks in which the perpetrators posted their manifestos and attack life streams on online platforms adjacent to the video gaming community, as well as radicalized within that environment to a significant degree (e.g., Christchurch, New Zealand; Halle, Germany), increasing scholarly and policymaker interest is focusing on far-right radicalization and recruitment within online video game environments. Yet little empirical insights exist about the specific engagement between right-wing extremists and their potential recruits on these platforms. This study presents findings from a qualitative exploration of German police-investigation files for two children who radicalized on gaming platforms to become involved in extreme-right criminal behavior, including the plotting of a terrorist attack. The study demonstrates the importance of online and offline factor interaction, especially regarding the role of familiar criminogenic factors, as well as the social–emotional bonding between potential recruits and extremist gamers created through shared gaming experiences that lead to high-intensity extremist radicalization aimed at offline behavioral changes. The study did not find evidence for strategic organizational far-right recruitment campaigns, but rather multidirectional social-networking processes which were also initiated by the potential recruits.  相似文献   

16.
Using data gathered from a qualitative study of a popular online game, this analysis considers the relationship between online deviance and real deviance, as well as the relationship between social control in the online setting and its subsequent impact on real world beliefs and behaviors. Findings suggest that three pathways of connectivity prevail in the current setting. Each pathway has in common the role of a transition block that promotes the idea of the online community representing “just a game.” The nature of varied interpretations of this concept and their implications are discussed. Implications drawn from findings include proposed further research of online and offline behavioral connectivity, as well as an integration of social control research into existing studies of gaming influence on deviant and criminal behaviors. The importance of the online subculture as a unit deserving of criminological study is discussed.  相似文献   

17.
随着电子产品和移动互联网应用的进一步普及,青少年投入网络游戏的时间也相应增加,因网络游戏导致的相关问题也日渐凸显,青少年网络游戏成瘾问题也因此受到越来越多的关注。本文从网络游戏成瘾的定义、诊断、相关环境和个体因素及干预方法等方面综述网络游戏成瘾的研究现状,总结了游戏成瘾研究发展的阶段、特点和当前焦点,提出基于强化学习理论的青少年游戏成瘾模型,并展望了青少年游戏成瘾的研究方向。  相似文献   

18.
Video game addiction in children and teenagers in Taiwan is associated with levels of animosity, social skills, and academic achievement. This study suggests that video game addiction can be statistically predicted on measures of hostility, and a group with high video game addiction has more hostility than others. Both gender and video game addiction are negatively associated with academic achievement. Family function, sensation seeking, gender, and boredom have statistically positive relationships with levels of social skills. Current models of video game addiction do not seem to fit the findings of this study.  相似文献   

19.
In this study, we attempt to identify motives pivotal in choices made regarding online and offline game genres and assess whether they are meaningful predictors of Internet addiction. A separate goal was to determine how an assessment of Internet-related cognitions compares to criteria-based research instruments on Internet addiction, and demonstrate its clinical usefulness. We are using data from a cross-sectional study of the entire adolescent student population aged 12-18 of the island of Kos. Results indicate that specific game genres and motives for choosing a game are important predictors of Internet addiction, even after accounting for sociodemographic and Internet-use-related variables. Gender differences are not statistically important when we account for genre choices and motives for choosing them. Boys' thought content tends to revolve more around their Internet use compared to girls. Several patterns of motives to play specific genres were identified with the help of a canonical correlation analysis, demonstrating the fact that the simple observation of overt behavior is not enough to deduce the meaning of these actions for the individual. Using multiple measures of online addiction, examining genre preferences and underlying motives for choosing a game can be helpful in reaching a better understanding of the individual game player.  相似文献   

20.
Despite the increasing popularity of video games and the diversity of people who play, prejudice remains common in online gaming. In the current study, we use structural equation modeling to test the role of social norms, individual differences, and gamer identification as predictors of how likely someone is to report engaging in prejudiced behavior while playing online video games. We also test the relative importance of these predictors to assess how likely people are to confront prejudice when it occurs in online video games. Participants (N = 384) completed a series of questionnaires to assess their attitudes and perceptions of online gaming norms, as well as to report their own prejudiced and confrontation behavior in video games. We found that both social norms and individual differences are significant predictors of behavior in online gaming. The more normative people report prejudice to be, the more they report making prejudiced comments. Similarly, the more normative confrontation of prejudice is reported to be, the more likely people are to report confronting prejudice. The more people endorsed generally prejudiced attitudes, the more likely they were to report making prejudiced remakes in online gaming and the less likely they were to report confronting prejudiced remarks. These results provide a foundation to inform interventions to reduce prejudice in gaming and indicate that both individual differences and norms are important to consider when designing interventions.  相似文献   

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