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1.
本研究以技术接受模型(TAM)为理论框架, 通过对380名中学生的问卷调查考察了青少年网络游戏成瘾的影响因素及其机制。结果发现:(1)有用感、易用感、品质感知、游戏体验和态度与网络游戏成瘾显著正相关;(2)品质感知和游戏体验通过态度的部分中介作用对网络游戏成瘾产生间接影响, 同时对网络游戏成瘾有直接效应;有用感和易用感通过态度的完全中介作用对网络游戏成瘾产生间接影响, 对网络游戏成瘾没有直接效应。本研究结果表明, 品质感知、有用感、易用感和游戏体验对青少年网络游戏成瘾具有重要影响, 态度是其中的重要中介变量。  相似文献   

2.
张国华  雷雳 《心理科学》2015,(4):883-888
该研究采用青少年网络游戏体验量表和网络游戏成瘾量表,对北京某中学初一、初二、初三和高二年级247名中学生进行为期四个月的追踪研究,考察被试在追踪期间网络游戏成瘾倾向的变化,以及网络游戏体验与网络游戏成瘾的因果关系及其内在心理机制。结果表明:(1)青少年的网络游戏成瘾倾向在追踪研究期间保持相对稳定。(2)网络游戏体验与网络游戏成瘾相关显著。(3)交叉滞后分析结果表明,网络游戏体验是网络游戏成瘾的预测变量。进一步的回归分析表明,网络游戏体验对青少年网络游戏成瘾为同时性的预测。  相似文献   

3.
网络成瘾与吸烟、饮酒等物质成瘾具有许多相似性,因此也可能存在类似的认知偏向和神经机制。本研究采用事件相关电位技术,通过点探测范式研究网络游戏过度使用者的注意偏向问题。结果显示:(1)与一般使用者相比,网络游戏过度使用者存在明显的注意偏向;(2)游戏图片对网络游戏过度使用者诱发的P2的振幅小于一般使用者;(3)网络游戏过度使用者对游戏图片位置上出现的探测点的加工(P1)较早。结果提示,网络游戏过度使用者的注意偏向存在特定的脑电模式。  相似文献   

4.
对中学生网络游戏成瘾的研究   总被引:1,自引:0,他引:1  
网络游戏逐渐成为一种最受青少年欢迎的电子游戏。它一方面给游戏行业注入新的活力,另一方面却使青少年群体中的一部分人患上网络游戏成瘾症。本对中学生网络游戏成瘾的危害、成因作了介绍,并在此基础上提出了一些解决方法。  相似文献   

5.
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   

6.
父母网络监管对于减少青少年网络游戏成瘾的效果往往不尽相同,本研究对4105名青少年进行调查考察了不良同伴交往在父母网络监管对青少年网络游戏成瘾影响中的中介作用,以及父母网络监管对青少年不良同伴交往的影响路径是否受亲子关系的调节。结果发现:(1)直接效应显示父母网络监管能显著正向预测青少年网络游戏成瘾,不良同伴交往在父母网络监管对网络游戏成瘾的影响中起“遮掩效应”;(2)亲子关系显著调节父母网络监管对不良同伴交往的影响;(3)整体模型检验发现,父母网络监管、亲子关系、不良同伴交往和网络游戏成瘾形成了一个有调节的中介模型。  相似文献   

7.
获得愉悦的游戏体验是网络游戏玩家最重要的游戏目的与动机之一。所谓网络游戏体验,是指网络游戏玩家和网络游戏诸要素在一定游戏情境下交互作用产生的认知和情绪反应。本文在网络游戏体验概念界定的基础上,着重介绍了网络游戏体验的结构、类型及测量方法,概述了网络游戏体验的前因和后果变量。文章最后指出,完善网络游戏体验的测量方式、改进网络游戏体验的研究方法、澄清网络游戏体验与网络游戏成瘾的关系、拓展网络游戏体验的应用研究是未来研究的方向。  相似文献   

8.
本研究以491名男大学生为被试,考察了沉浸对网络游戏成瘾的影响、沉浸的前因变量和相关作用机制。结果发现:(1)网络游戏中的沉浸与网络游戏成瘾呈显著正相关,与控制、挑战呈显著正相关;挑战和控制与网络游戏成瘾呈显著正相关。(2)挑战通过沉浸的完全中介作用对网络游戏成瘾产生影响,挑战对网络游戏成瘾没有直接效应;控制除了通过沉浸的部分中介作用对网络游戏成瘾产生影响,还对网络游戏成瘾有直接效应。  相似文献   

9.
摘要:以问题性网络游戏使用青少年为研究对象,基于锚定效应助推国民身心健康的理论前提和态度改变理论视角,通过实验1和实验2分别建立未来取向内部锚和未来取向外部锚,检验未来取向内部锚和外部锚对减少问题性网络游戏使用青少年游戏时间的有效性。结果表明,未来取向内部和外部的助推方式,均能够有效促进问题性网络游戏使用青少年游戏时间的减少,提高了决策效用。  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.
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   

12.
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   

13.
Cognitive Processing - This study aims to investigate whether Internet gaming disorder (IGD) and bodily dissociation vary depending on the most frequently used game genre. Seven hundred and fifteen...  相似文献   

14.
This study examines whether social activities with parents, online and offline social self-efficacy, and attitudes toward gaming are associated with the degree of game addiction among adolescents. Using data from a survey of 600 middle- and high-school students in South Korea, we tested the relationships of personal characteristics (grade point average and time spent on gaming each day), social self-efficacy (both on- and offline), general social activities (with parents, friends, and teachers), gaming activities with parents, and attitudes toward gaming (those of self, parents, friends, and teachers) with the degree of game addiction. In addition, we conducted ANOVA tests to determine the differences among three groups: non-addicts (NA), possible (mild or moderate) addicts (PA), and Internet addicts (IA). The results show that social self-efficacy in the real world (offline) was negatively related with the degree of game addiction, whereas social self-efficacy in the virtual world (online) indicated a positive association. Social activities with parents are negatively associated with game addiction, although no relationship is found between gaming activities with parents and game addiction. Parental attitude toward gaming has a negative relationship with the addiction. Results and implications are discussed.  相似文献   

15.
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   

16.
The objective of the study is to evaluate the psychometric properties of the Gaming Addiction Identification Test (GAIT) and its parent version (GAIT‐P), in a representative community sample of adolescents and parents in Västmanland, Sweden. Self‐rated and parent‐rated gaming addictive symptoms identified by GAIT and GAIT‐P were analyzed for frequency of endorsement, internal consistency, concordance, factor structure, prevalence of Internet gaming disorder (IGD), concurrence with the Gaming Addiction Scale for Adolescents, 7‐item version (GAS) and the parent version of GAS (GAS‐P), and for sex differences. The 12‐month prevalence of IGD was found to be 1.3% with GAIT and 2.4% with GAIT‐P. Results also indicate promising psychometric results within this population, with high internal consistency, and high concurrent validity with GAS and GAS‐P. Concordance between adolescents and parents ratings was high, although moderate in girls. Although exploratory factor analysis indicated poor model fit, it also indicated unidimensionality and high factor loadings in all analyses. GAIT and GAIT‐P are suitable for continued use in measuring gaming addiction in adolescents, and, with the additional two items, they now cover all nine IGD criteria.  相似文献   

17.
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   

18.
青少年网络成瘾与个体所处的生态背景密切相关。目前已有不少研究探讨家庭、学校、同伴背景中单个或少数风险因素对青少年网络成瘾的影响,但少有研究关注多个背景中生态风险因素的累积对青少年网络成瘾的影响及其心理机制。本研究基于累积风险模型和动机心理学理论,考察累积生态风险对青少年网络成瘾的影响及基本心理需要满足(个体在现实生活中需要被满足的情况)和积极结果预期(个体对网络使用诱因大小的判断)在其中的并行和/或链式中介作用。被试为5所中学的998名青少年。结构方程模型分析表明:(1)在控制了人口学变量后,累积生态风险对青少年网络成瘾具有显著的正向预测作用(呈"负加速模式")。(2)累积生态风险通过显著降低基本心理需要满足(表现出"梯度效应"),进而促进青少年网络成瘾。(3)累积生态风险通过显著提升积极结果预期(呈"负加速模式"),进而促进青少年网络成瘾。(4)累积生态风险对青少年网络成瘾的影响被基本心理需要满足和积极结果预期两条并行路径完全中介。上述结果表明,累积生态风险对青少年网络成瘾具有重要影响,且这种影响是通过需要和诱因两种动机力量一"推"一"拉"的合力来实现。  相似文献   

19.
The inclusion of “Internet gaming disorder (IGD )” in the fifth edition of Diagnostic and statistical manual of mental disorders (DSM ‐5) creates a possible line of research. Despite the fact that adolescents are vulnerable to IGD , studies had reported wide array of prevalence estimates in this population. The aim of this paper is to review the published studies on prevalence of IGD among adolescents. Relevant studies prior to March 2017 were identified through databases. A total of 16 studies met the inclusion criteria. The pooled prevalence of IGD among adolescents was 4.6% (95% CI = 3.4%–6.0%). Male adolescents generally reported higher prevalence rate (6.8%, 95% CI = 4.3%–9.7%) than female adolescents (1.3%, 95% CI = 0.6%–2.2%). Subgroup analyses revealed that prevalence estimates were highest when studies were conducted in: (i) 1990s; (ii) use DSM criteria for pathological gambling; (iii) examine gaming disorder; (iv) Asia; and (v) small samples (<1,000). This study confirms the alarming prevalence of IGD among adolescents, especially among males. Given the methodological deficits in past decades (such as reliance on DSM criteria for “pathological gambling,” inclusion of the word “Internet,” and small sample sizes), it is critical for researchers to apply a common methodology for assess this disorder.  相似文献   

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