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1.
网络游戏成瘾(Internet Gaming Disorder, IGD)是否能被确认为独立的精神障碍?目前的争议来自三个方面:概念上难以明确IGD与正常游戏行为,其他精神障碍之间的差异, 且上瘾对象仅为网络游戏或包含线下游戏并不明确; 鉴定标准上DSM-5总结的9条标准没能刻画IGD的本质特征, 现行的18种诊断工具在内容,诊断阈限等方面参差不齐; 研究方法上缺乏理论支撑, 过分依赖问卷数据, 忽视电子游戏的积极作用.争议内容体现出研究者对网络游戏行为本身缺乏理解, 因此难以判断正常与异常的游戏行为.未来研究应考虑回退到对网络游戏行为的研究, 对网络游戏类型特点,影响网络游戏行为的各因素以及电子游戏的积极贡献做深入探讨, 以达到从本质上明确网络游戏成瘾的特质.  相似文献   

2.
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   

3.
青少年网络成瘾研究进展   总被引:1,自引:0,他引:1  
青少年网络成瘾是信息时代的一种阻碍青少年健康成长的问题。本文对青少年网络成瘾的测量、影响因素及其干预等问题进行综述,并对未来研究方向提出建议,为以后研究提供借鉴。  相似文献   

4.
The antecedents and risk factors and for developing borderline personality disorder (BPD) are now well documented, but there is a paucity of developmental models to understand the key processes through which they impact on the development of BPD in adolescents. In this article, we present a developmental psychopathology model of BPD in adolescence and link the difficulties adolescents with BPD have with impulsivity and self regulation, with risk factors such as genetic vulnerability, parenting and trauma. We propose a number of psychological processes through which these risk factors undermine personal and interpersonal functioning, and makes it particularly difficult to engage with the challenges of adolescence. These key psychological processes undermine the integration of the self, with extreme unintegrated affects and extreme representations of self and others, undermining the capacity to mentalize. We then make links to possible neurobiological underpinnings of the disturbances in affect, Theory of Mind and interpersonal difficulties in adolescents with BPD.  相似文献   

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This study concentrates on two kinds of video games, Massive Online Battle Arena and Massive Multiplayer Online Role Play Game, and examines the scores obtained by the subjects in the sample. Score analyses pointed out that they do not exceed the respective cutoff scores for each scale. The sample was divided into three clusters to differentiate three kinds of users: nonproblematic, problematic, and “addicted” players. The study highlights that the variable “video game typology” relates to some personality traits. Players who excessively use them tend to experience relatively more negative emotions (anxiety and depression), avoid socioemotional involvement, and report bizarre and culturally incongruent thoughts (accompanied by the respective behavioral displays).  相似文献   

7.
Using a group correlational design and path analysis, the authors examined the relationships among personality, motivation, and internet gaming disorder (IGD). Findings showed that significant predictors of IGD included male gender, neurotic and introverted personality traits, and motivation related to achievement.  相似文献   

8.
强迫症病理的认知–行为研究述评   总被引:1,自引:0,他引:1  
认知–行为领域对强迫症(OCD)的病理进行了深入的探索。强迫症的认知–行为理论认为功能失调性信念、应对策略及中和行为对强迫症的发生和维持有重要作用; 强迫症的安全动机模型把强迫行为归因于安全动机系统不能产生停止安全防卫行为的信号, 在此基础上有研究表明, 在做停止强迫行为的决策时, 强迫症患者依赖于主观停止标准, 导致决策困难, 延长了强迫行为持续的时间。通过整理近年来此领域的研究, 认为趋–避冲突存在于一些强迫症患者中, 且可能是导致强迫症的又一重要因素。  相似文献   

9.
大学生网络成瘾者非适应性认知研究   总被引:2,自引:0,他引:2  
李宁  梁宁建 《心理科学》2007,30(1):65-68,61
Davis的认知-行为模式揭示的非适应性认知是网络成瘾产生的充分条件,本研究通过《戴维斯在线认知量表》的测验,分析网络成瘾者产生网络成瘾行为的非适应性认知基础,探讨大学生网络成瘾形成的认知原因。  相似文献   

10.
This study examined the psychometric properties of the Dispositional Flow Scale-2 (DFS-2; Jackson and Eklund in Journal of Sports and Exercise Psychology, 24:133-150, 2002). One thousand five hundred and seventy-eight secondary school students (One thousand and seventy four males, four hundred and eleven females, ninety-three missing) from six schools in Singapore completed the questionnaires. Confirmatory factor analysis (CFA) was used to evaluate the factorial structure of the DFS-2. A nine-first-order factor model was compared to a higher order model with a global flow factor. Support was found for the higher order factor. Multigroup analysis demonstrated invariance of the factor forms, factor loadings, factor variances, and factor covariances across age and sex. The DFS-2 subscales were found to have acceptable reliability estimates, and convergent validity. We conclude that DFS-2 is a valid instrument for assessing global flow experience in Internet gaming.  相似文献   

11.
Borderline personality disorder (BPD) has been conceptualized as a constellation of symptoms related to problems in self-functioning, emotion regulation, and interpersonal relationships. Its etiology has been connected to individuals’ early childhood environment, caregiving relationships, and traumatic life events. Recent literature has noted the potential presence of BPD beginning in adolescence, or even earlier in childhood. Attachment theory offers a lens for understanding the symptoms of borderline personality disorder and identifying potential aspects of treatment that may be specifically valuable for adolescent patients. Adolescence marks a time when the attachment system has increased relevance due to the importance of identity formation, peer relationships, body representations and the development of autonomy at this time, in the face of physical changes and academic challenges. This article will summarize research on attachment, body representations, personality disorders, and features of development in adolescence, in order to enhance clinical understanding of patients who presenting with these types of difficulties.  相似文献   

12.
Despite growing public concern over Internet game use disorder, the popularity of Internet gaming has rapidly increased among adolescents. Since Internet gaming disorder has largely been investigated through the lens of serious psychiatric syndromes, most previous studies employed diverse psychopathological concepts like depression and anxiety. Unlike those studies, this study provides useful opportunities to better understand how adolescents’ Internet gaming disorder is conceptually linked with their family environment and recreation experience. Using a large sample of South Korean high school students (N?=?2215), this study found that adolescents’ levels of Internet gaming disorder were positively associated with their perception of constraints to recreation participation. The structural equation model additionally indicated that respondents’ problematic engagement in the online activity was negatively related to the cohesive and adaptable characteristics of family system. According to the effect decomposition results, the concept of leisure constraints served as more important factor than family functioning and leisure satisfaction in determining respondents’ degrees of problematic involvement in Internet gaming. This study also revealed that the exogenous variable of family functioning was significantly related to leisure constraints and leisure satisfaction with an opposite path coefficient sign. Based on study findings derived from the conceptual framework, several policy implications are discussed to decrease adolescents’ excessive immersion in Internet games.  相似文献   

13.
This longitudinal study examined psychopathology as a predictor and outcome of organized activity involvement during high school among 198 adolescents who varied in risk for psychopathology as a function of their mother's depression history. Higher levels of internalizing and externalizing symptoms in eighth grade significantly predicted lower levels of involvement in academic clubs during high school, over and above risk and SES. Tobacco use prior to high school predicted lower levels of involvement overall and in academic clubs and performance arts. Controlling for psychopathology prior to high school, higher levels of activity involvement were associated with lower levels of externalizing symptoms, less tobacco use, and fewer diagnoses of behavior disorders and substance abuse in 12th grade. The positive association between risk and adolescent psychopathology was not buffered by adolescent activity involvement. Overall, these findings suggest that involvement in organized activities may contribute to lower levels of externalizing psychopathology during high school even when controlling for prior psychopathology.  相似文献   

14.
Science and Engineering Ethics - The Internet has been identified in human enhancement scholarship as a powerful cognitive enhancement technology. It offers instant access to almost any type of...  相似文献   

15.
丁子恩  刘勤学 《心理科学》2022,45(6):1383-1389
为探讨科技干扰对青少年网络游戏成瘾的影响以及归属需求和友谊质量在二者之间的作用机制,本研究采用科技干扰量表、归属需求量表、友谊质量量表以及网络游戏成瘾量表对3076名初中学生进行调查,探讨归属需求是否在科技干扰和网络游戏成瘾之间起中介作用以及该过程是否受到友谊质量的调节。结果发现:(1)科技干扰正向预测青少年网络游戏成瘾;(2)归属需求在科技干扰和青少年网络成瘾之间起部分中介作用;(3)科技干扰对归属需求的作用以及归属需求对网络游戏成瘾的作用受到了友谊质量的调节。本研究的结果表明科技干扰会通过归属需求来增加网络游戏成瘾的风险,且友谊质量会降低科技干扰对归属需求以及归属需求对网络游戏成瘾的影响。  相似文献   

16.
ABSTRACT Two samples with heterogeneous prevalence of externalizing psychopathology were used to investigate the structure of self‐regulatory models of behavioral disinhibition and cognitive capacity. Consistent with expectations, structural equation modeling in the first sample (N=541) showed a hierarchical model with 3 lower order factors of impulsive sensation seeking, antisociality/unconventionality, and lifetime externalizing problem counts, with a behavioral disinhibition superfactor best accounted for the pattern of covariation among 6 disinhibited personality trait indicators and 4 externalizing problem indicators. The structure was replicated in a second sample (N=463) and showed that the behavioral disinhibition superfactor, and not the lower order impulsive sensation seeking, antisociality/unconventionality, and externalizing problem factors, was associated with lower IQ, reduced short‐term memory capacity, and reduced working memory capacity. The results provide a systemic and meaningful integration of major self‐regulatory influences during a developmentally important stage of life.  相似文献   

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18.
Eating disorders occur in diverse populations, and discrimination may be a specific factor that is related to higher eating disorder psychopathology among marginalized individuals. To evaluate the current evidence on this topic, a meta-analysis was used to quantitatively synthesize the literature on discrimination and eating disorder psychopathology across a heterogeneous range of studies. Searches were conducted in peer-reviewed journals and accessible unpublished dissertations of all years through January 2020. Studies were coded by two authors using a tailored coding form, and zero-order bivariate correlations were used as effect size measures. There were 55 cross-sectional studies extracted for inclusion in the meta-analysis. Results showed a small-to-medium association between discrimination and eating disorder psychopathology that was consistent across domains. Effect sizes were typically higher for weight discrimination. For binge eating and general eating disorder pathology, effects were smaller in studies that had larger proportions of women, and for binge eating only, effects were higher in college samples. These findings could suggest that discrimination represents a contributory factor related to eating disorder psychopathology across types of discrimination and eating disorder psychopathology. Implications are discussed for future research on discrimination and psychopathology including possible mechanisms.  相似文献   

19.
文章综述了惊恐障碍患者对威胁性信息的注意偏向、解释偏向、记忆偏向等认知偏向。对威胁性信息的优先注意激发焦虑体验,对模糊信息的灾难化解释增加焦虑水平,对引起焦虑感信息的记忆保持促使惊恐体验更易于提取,这3种认知偏向促使具有焦虑倾向的个体对惊恐障碍更易感,也是惊恐障碍形成和保持的关键因素  相似文献   

20.
采用问卷法对462名初中生进行调查,考察了初中生学业自我效能感在感知校园氛围与网络游戏成瘾(Internet gaming disorder, IGD)关系间的中介效应,以及父母学业卷入对这一中介过程的调节效应。结果发现:(1)在控制了性别、年龄、家庭月收入和父母受教育水平后,感知校园氛围显著负向预测初中生IGD;(2)学业自我效能感在感知校园氛围与IGD关系间起着显著的部分中介效应;(3)父母学业卷入对中介路径"感知校园氛围→学业自我效能感→IGD"具有显著的调节效应,即相对于父母学业卷入水平低的初中生而言,这一间接效应对于父母学业卷入水平高的初中生更强。实践干预时,可以通过提高青少年的学业自我效能感和/或调整父母学业卷入程度来预防和控制青少年IGD。  相似文献   

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