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1.
Playing computer games has become an increasingly popular leisure time activity amongst adolescents, but concerns have been expressed over possible associated consequences. One research area has investigated reasons for playing, and two prior explanations relate it to the functional concepts of ‘electronic friendship’ and ‘self-esteem’. A questionnaire study was conducted among 120 adolescents to obtain information on a number of measures including gratification of needs and self-esteem. Results showed that playing computer games is equally popular with males and females, but males spend more time on it. Positive correlations between playing and items on the needs scales were obtained. In particular males who were heavy players scored highly on the ‘preference to friends’ need, but interestingly they were also likely to see their friends more often outside school, thus providing no support for the theory that computer games are taking the place of normal social interaction. For females there was evidence of a negative relationship between self-esteem and need gratification through playing computer games. However more adolescents spend much more time watching television than playing computer games. These results are discussed in the context of previous research.  相似文献   

2.
In a previous article (Kretchmar 2005 Kretchmar, S. 2005. Game flaws. Journal of the Philosophy of Sport, XXXII(1): 3648.  [Google Scholar]), I identified problems in a certain species of games and traced these harms to something I called a ‘game flaw’. Unfortunately, ‘the beautiful game’ is a member of that species. I say it is unfortunate because Paul Davis (2006 Davis, P. 2006. Game strengths. Journal of the Philosophy of Sport, XXXIII(1): 5066.  [Google Scholar]), when taking me to task for providing an argument that, in his terms, was ‘not especially compelling’, focused on the game of soccer (hereafter, football). The issue over which we contended is one of ‘time management’– that is, how game initiation, duration and closure are structured. I suggest that two basic methods for managing such requirements are available. Games take place during a stipulated amount of time or for a specified number of events. In my original article, I identified four fundamental problems that may accompany time-regulated games. In this essay, I attempt to fortify those claims against Davis's criticisms.  相似文献   

3.
In the past 2 decades, correlational and experimental studies have found a positive association between violent video game play and aggression. There is less evidence, however, to support a long-term relation between these behaviors. This study examined sustained violent video game play and adolescent aggressive behavior across the high school years and directly assessed the socialization (violent video game play predicts aggression over time) versus selection hypotheses (aggression predicts violent video game play over time). Adolescents (N = 1,492, 50.8% female) were surveyed annually from Grade 9 to Grade 12 about their video game play and aggressive behaviors. Nonviolent video game play, frequency of overall video game play, and a comprehensive set of potential 3rd variables were included as covariates in each analysis. Sustained violent video game play was significantly related to steeper increases in adolescents' trajectory of aggressive behavior over time. Moreover, greater violent video game play predicted higher levels of aggression over time, after controlling for previous levels of aggression, supporting the socialization hypothesis. In contrast, no support was found for the selection hypothesis. Nonviolent video game play also did not predict higher levels of aggressive behavior over time. Our findings, and the fact that many adolescents play video games for several hours every day, underscore the need for a greater understanding of the long-term relation between violent video games and aggression, as well as the specific game characteristics (e.g., violent content, competition, pace of action) that may be responsible for this association.  相似文献   

4.
Observing behavior in a computer game.   总被引:1,自引:1,他引:1       下载免费PDF全文
Contingencies studied in lever-pressing procedures were incorporated into a popular computer game, "Star Trek," played by college students. One putative reinforcer, the opportunity to destroy Klingon invaders, was scheduled independently of responding according to a variable-time schedule that alternated unpredictably with equal periods of Klingon unavailability (mixed variable time, extinction schedule of reinforcement). Two commands ("observing responses") each produced stimuli that were either correlated or uncorrelated with the two components. In several variations of the basic game, an S-, or bad news, was not as reinforcing as an S+, or good news. In addition, in other conditions for the same subjects observing responses were not maintained better by bad news than by an uninformative stimulus. In both choices, more observing tended to be maintained by an S- for response-independent Klingons when its information could be (and was) used to advantage with respect to other types of reinforcement in the situation (Parts 1 and 2) than when the information could not be so used (Part 3). The findings favor the conditioned reinforcement hypothesis of observing behavior over the uncertainty-reduction hypothesis. This extends research to a more natural setting and to multialternative concurrent schedules of events of seemingly intrinsic value.  相似文献   

5.
This study investigated whether the amount and circadian time of habitual computer game playing were related to depressive symptoms in adolescents and young adults. We expected that habitual late playing relates to more depressive symptoms beyond the effect of the total time of computer game playing as playing at night may involve short, irregular, and disturbed sleep as well as misalignment of the circadian rhythm. 646 adolescents and young adults (ages 13–30; 90.9% males) who play the internet role-playing game World of Warcraft completed an online questionnaire. Habitual computer game playing between 10 pm and 6 am was related to an increased risk of high depression scores independent of the total amount of playing. Adolescents (ages 13–17 years) were most vulnerable when habitually playing during early night (i.e., 10–12 pm), while emergent adults (ages 18–22 years) showed more vulnerability when habitually playing late at night (i.e., after 2 am). The effect was partly mediated by daytime sleepiness but not by sleep loss or insomnia problems.  相似文献   

6.
Negative mood regulation (NMR) expectancies, or the beliefs held by individuals that, when faced with various manifestations of stress and negative affect, they can successfully cope with such mood states, have proven to be a most useful construct in the context of better understanding self-regulatory processes. In the present prospective study, we examined the predictive utility of NMR expectancies with respect to its ability to predict residual change in both depressive and anxiety symptoms over an 8-week timeframe in a sample of 322 college students. Initial correlational analyses revealed that, as anticipated, NMR expectancies were negatively correlated with depressive and anxiety symptomatology, as well as with maladaptive coping style. Conversely, NMR expectancies were positively associated with self-reported adaptive coping. A series of hierarchical regression analyses revealed that, even when controlling for age, sex, baseline levels of affective distress (depression or anxiety), and coping styles, NMR expectancies predicted change in both depressive and anxiety symptomatology. Implications of the findings pertinent to theory building and testing are discussed.  相似文献   

7.
ABSTRACT

Previous research has assessed links between violent video game playing, aggression, and desensitization in the moral domain, but here we find that frequent violent video game play additionally may be linked with differences in perceptual processing. In an emotion-induced blindness task – wherein graphic images typically outcompete and impair perception of targets – violent video game players suffered less perceptual disruption following aversive images than non-players did, despite no group difference following neutral images. This difference persisted when controlling for sex and other violent media consumption and despite no group differences in trait aggression, disgust propensity, or disgust sensitivity. Importantly, the recruitment method ensured that participants were not aware of links between the experiment and their videogame playing history. Although a causal relationship has yet to be established, the findings suggest that violent video game players might sometimes, literally see the world differently.  相似文献   

8.
This research investigated the associations between personality traits and both normal and problematic massively multiplayer online role playing game (MMORPGs) play, as measured by a self report scale. A total of 225 participants completed the online questionnaire, 66 of whom played MMORPGs. Correlational analyses indicated that low levels of functional impulsivity and agreeableness alongside high levels of verbal aggression and video game dependency were associated with greater amount of time spent playing MMORPGs. When comparing problematic and non-problematic MMORPG players directly, problematic players were found to be lower in self regulation, dysfunctional impulsivity and agreeableness, suggesting that these traits may be important in the development and maintenance of problematic MMORPG use.  相似文献   

9.
The association between cognitive emotion regulation strategy use and adolescents’ risk behavior has long been emphasized. To identify coping profiles of Chinese adolescents having unprotected sex and to examine the characteristics and associations among those subgroups, 541 adolescents (age, 14–19 years) were screened from secondary schools in 10 Chinese cities. By latent profile analysis (LPA), the participants were identified into three latent profiles: the low reaction profile (LRP, N = 70), the medium reaction profile (MRP, N = 369), and the high reaction profile (HRP, N = 102) based on nine subscales of the Cognitive Emotion Regulation Questionnaire (CERQ). By one-way analysis of variance, chi-square tests, and multivariate logistic regression analysis, we found that: the HRP has the highest level of using eight strategies and the lowest unprotected sex, meanwhile the LRP has the lowest level of using nine strategies and the highest unprotected sex among three groups (both p < .05). The low response coping was more prevalent among boys and younger students. It indicates that more active cognitive coping, using both adaptive and maladaptive strategies, may associate with less unprotected sex. The programs of enhancing active copying may be targeted in interventions aiming to reduce adolescent unprotected sex.  相似文献   

10.
为了考察雅安地震后青少年的情绪调节策略、社会支持与创伤后应激障碍(PTSD)和创伤后成长(PTG)之间的关系,采用创伤暴露程度问卷、情绪调节策略问卷、社会支持问卷、儿童创伤后应激障碍症状量表和创伤后成长问卷对雅安市芦山县的315名中学生进行调查,结果发现:创伤暴露程度对认知重评和表达抑制的预测作用不显著,对PTSD和PTG具有显著的正向预测作用。青少年的认知重评策略可以显著地负向预测PTSD、正向预测PTG,表达抑制策略仅对PTSD有显著的正向预测作用、对PTG的预测作用不显著;社会支持可以显著地调节表达抑制策略对PTSD和PTG的作用,表现为表达抑制对PTSD的正向预测作用随着社会支持的增加而降低,并可随着社会支持的增加而对PTG发挥促进作用。  相似文献   

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