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1.
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   

2.
动机过程对青少年网络游戏行为意向的影响模型   总被引:7,自引:0,他引:7  
张红霞  谢毅 《心理学报》2008,40(12):1275-1286
从行为动机的角度探讨影响青少年网络游戏玩家游戏意向的主要因素。通过对北京市中学生进行抽样调查并采用结构方程模型的方法对模型进行检验。结果显示,青少年网络游戏玩家的游戏意向受多种内在动机和外在动机共同影响。青少年玩网络游戏的基本内在动机(如,社会交际、超越现实、自我效能和享受乐趣)促进沉浸动机的形成。同时,沉浸是提高游戏意向的内在动机,主观规范和游戏涉入度是分别降低和提高游戏意向的外在动机。此外,内部动机和外部动机对游戏意向的影响存在交互作用  相似文献   

3.
从高个体关联且激发深度加工的锚值设计思路出发,在老年人及青少年身心健康领域开展现场助推实验,探索内部锚与精细锚的设计方法及其有效性。实验1探讨积极怀旧内部锚对老年人情绪状态和幸福感的影响。采用两因素混合设计,通过10周怀旧故事分享建立老年人积极怀旧内部锚(积极怀旧故事数),检验积极怀旧内部锚对情绪状态及幸福感的作用。结果显示,积极怀旧组的积极情绪及幸福感水平显著高于自由怀旧组。实验2探讨精细锚对中学生体育活动坚持性的影响。被试分别阅读精细锚、粗略区间锚和无锚条件的个性化"激励贴士"后进行体育活动测试,结果发现,精细锚组坚持激励度自评及成绩提升比均高于其他组。综合分析表明,内部锚和精细锚设计能够对人们身心健康起到积极助推作用。锚值与个体关联且激发深度加工,进而引发情绪情感及动机变化是产生影响的机制。本研究对于提升老年人和青少年身心健康及丰富其途径和方法具有现实意义。  相似文献   

4.
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   

5.
(一)网络游戏因为有趣、好玩、吸引人,也容易让玩家着迷、上瘾。有许多青少年不分昼夜地泡在网吧里,夜以继日地玩着网络游戏。强烈的心理依赖和反复操作的渴望.使得他们把大量的时间消耗在网络游戏上,忽视了游戏以外的任何事情。许多人因此荒废了学业,经常旷课、逃学,最后被迫退学、留级,网络游戏还会对一些青少年的人格发生改变,在游戏中的PK、对骂.发展成为在游戏外的斗殴,  相似文献   

6.
青少年网络游戏行为的心理需求研究   总被引:8,自引:0,他引:8  
才源源  崔丽娟  李昕 《心理科学》2007,30(1):169-172
在质的研究及理论分析的基础上,构建了16-24岁青少年网络游戏行为的心理需求模型,然后根据该模型编制问卷,进行了量的研究。探索性与验证性因素分析的结果表明:(1)青少年网络游戏心理需求问卷由现实情感的补偿与发泄、人际交往与团队归属、成就体验三个维度组成,具有良好的信度和效度指标,可以施用;(2)青少年对网络游戏的心理需求程度与其对网络游戏的使用程度显著相关。  相似文献   

7.
采用问卷法,选取755名初中生(其中流动儿童562名)作为被试,对未来取向及其与学业卷入的关系进行考察。结果表明:(1)打工子弟学校流动儿童的未来取向与公立学校流动儿童、城市儿童差异较大,具体表现为,打工子弟学校流动儿童的受教育领域未来目标显著较少,未来职业目标较多;未来计划得分显著较低;未来评价方面,打工子弟学校的流动儿童具有较少的内部归因,乐观性也较弱;(2)打工子弟学校的流动儿童未来取向主要表现出了年级差异,初一年级受教育目标显著高于初二年级,而未来职业内部归因显著低于初二年级;公立学校流动儿童则表现出了性别差异,男生在各领域上的外部归因和乐观性均显著高于女生;(3)教育计划和乐观性对流动儿童的行为卷入得分有显著的正向预测作用,教育的外部归因和未来的职业计划有着显著的负向预测作用;流动儿童的未来受教育计划、教育目标和乐观性以及职业的内部归因对其心理卷入有显著的正向预测作用。  相似文献   

8.
据中国互联网络信息中心最新数据,中国网民已达1.03亿人,大学本科以下文化程度的网民占71.1%。青少年网瘾问题日益显著,据中科院心理所对北京市中学生的调查报告显示,中学生网络依赖倾向者高达13.65万人,平均每周“泡”在网上的时间约为9小时,假期则超过21小时。资料显示,目前在中国市场销售的网络游戏大约95%是以刺激、暴力和打斗为主要内容的,而且越刺激的游戏上网参与的人数越多。受网络游戏暴力倾向的影响,青少年行凶杀人和自杀的案例在中国不断见诸媒体。日前,国家有关部门公布了一批适合青少年的健康网络游戏,青少年上网问题再次引起家长和社会的关注。[编者按]  相似文献   

9.
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   

10.
内部动机与外部动机的关系   总被引:27,自引:2,他引:25  
内部动机与外部动机的关系问题在20世纪90年代重新成为动机研究的热点。该文综述了内部动机与外部动机关系的实验研究与理论研究状况。认为实验研究经历了外部动机削弱内部动机、外部动机与内部动机共存、外部动机能够对内部动机产生促进作用三个阶段,研究者的心理学立场是造成分歧结果出现的重要原因;不同的理论模式各有所长,尤其是自我决定理论的新进展“有机辨证元理论”中关于需要的阐述是近期动机研究的亮点,在更高层次上实现了对内部动机与外部动机关系的整合。并提出探讨内部动机与外部动机具体成分之间的关系,检验特质状态与情境状态中二者的相互作用,及心理需要对情境与动机的中介机制应当成为未来研究的方向  相似文献   

11.
A nationwide survey was conducted to investigate the prevalence of video game addiction and problematic video game use and their association with physical and mental health. An initial sample comprising 2,500 individuals was randomly selected from the Norwegian National Registry. A total of 816 (34.0 percent) individuals completed and returned the questionnaire. The majority (56.3 percent) of respondents used video games on a regular basis. The prevalence of video game addiction was estimated to be 0.6 percent, with problematic use of video games reported by 4.1 percent of the sample. Gender (male) and age group (young) were strong predictors for problematic use of video games. A higher proportion of high frequency compared with low frequency players preferred massively multiplayer online role-playing games, although the majority of high frequency players preferred other game types. Problematic use of video games was associated with lower scores on life satisfaction and with elevated levels of anxiety and depression. Video game use was not associated with reported amount of physical exercise.  相似文献   

12.
王继瑛  李明 《心理学探新》2012,32(3):282-286
先前研究对游戏动机在网游与心理健康关系中的作用缺乏明确的认识,相关领域的研究也存在争议。通过实证研究发现:(1)成就和归属动机对网游-健康关系均具有显著的调节作用,但方向相反;成就动机具有类似防御的积极作用,归属动机的调节作用显示了以网游满足归属需要带来的消极后果;(2)享乐动机不完全中介了网游-健康关系(系数为负),以享乐动机的满足作为网游目的的人,较少沉迷于网络游戏,心理健康问题也较少。  相似文献   

13.
Violent video game playing has been linked to a wide range of negative outcomes, especially in adolescents. In the present research, we focused on a potential determinant of adolescents’ willingness to play violent video games: social exclusion. We also tested whether exclusion can predict increased aggressiveness following violent video game playing. In two experiments, we predicted that exclusion could increase adolescents’ preferences for violent video games and interact with violent game playing fostering adolescents’ aggressive inclinations. In Study 1, 121 adolescents (aged 10–18 years) were randomly assigned to a manipulation of social exclusion. Then, they evaluated the violent content of nine different video games (violent, nonviolent, or prosocial) and reported their willingness to play each presented video game. The results showed that excluded participants expressed a greater willingness to play violent games than nonviolent or prosocial games. No such effect was found for included participants. In Study 2, both inclusionary status and video game contents were manipulated. After a manipulation of inclusionary status, 113 adolescents (aged 11–16 years) were randomly assigned to play either a violent or a nonviolent video game. Then, they were given an opportunity to express their aggressive inclinations toward the excluders. Results showed that excluded participants who played a violent game displayed the highest level of aggressive inclinations than participants who were assigned to the other experimental conditions. Overall, these findings suggest that exclusion increases preferences for violent games and that the combination of exclusion and violent game playing fuels aggressive inclinations.
  相似文献   

14.
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   

15.
This study assessed how problem video game playing (PVP) varies with game type, or "genre," among adult video gamers. Participants (n=3,380) were adults (18+) who reported playing video games for 1 hour or more during the past week and completed a nationally representative online survey. The survey asked about characteristics of video game use, including titles played in the past year and patterns of (problematic) use. Participants self-reported the extent to which characteristics of PVP (e.g., playing longer than intended) described their game play. Five percent of our sample reported moderate to extreme problems. PVP was concentrated among persons who reported playing first-person shooter, action adventure, role-playing, and gambling games most during the past year. The identification of a subset of game types most associated with problem use suggests new directions for research into the specific design elements and reward mechanics of "addictive" video games and those populations at greatest risk of PVP with the ultimate goal of better understanding, preventing, and treating this contemporary mental health problem.  相似文献   

16.
Massively multiplayer online role‐playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when played frequently and intensively. This study sought to compare players of MMORPGs with players of other types of video game in terms of problematic use, life interference, and levels of psychopathology. An international sample of 1,945 video game players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non‐MMORPG players, there were no differences in levels of psychopathology. Differences between MMORPG players and non‐MMORPG players appeared to be associated with the increased amounts of time that MMORPG players played for: The amount of time spent playing appeared to mediate the relationships between type of game played and each of the problematic use and life interference variables. The implications of these findings are discussed.  相似文献   

17.
采用两种时距估计方法,检验时距锚定值对时距估计的影响,并探讨了时距信息的心理表征方式。63名在校大学生参加了本次实验。实验1采用口头报告法,表明较大的时距锚定值(5s,5000ms)条件下,被试估对时距的估计值较大,而较小时距锚定值(1s,1000ms)条件下被试估计的时距值较小;语义相同但表述方式不同的锚定值(1s与1000ms,5s与5000ms)条件下的时距估计值没有显著差异。实验2采用产生法,进一步表明时距表述方式对产生时距没有显著影响。以上结果表明,时距估计受时距锚定值的影响,时距信息可能以语义形式进行表征,而不是简单的数字加单位的表层表征形式  相似文献   

18.
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   

19.
Previous investigations of mainstream video games have documented a high prevalence of risk-promoting content, as well as a positive relation between video game play and participation in risk-taking behaviors such as reckless driving, substance use, and delinquency. In this study, we extend this work by investigating the role of video game genre and masculinity ideology within this relation. A sample of 273 undergraduate men from a large Midwestern university completed online surveys of their video game exposure, masculinity ideology, and participation in a range of high-risk behaviors. Results indicate that playing sports video games is associated with greater alcohol use, drug use, and delinquent behaviors, but action games are only associated with greater delinquency. In contrast, playing online video games was negatively associated with alcohol and drug use. Furthermore, the relation between sports video games and participation in risky behaviors was fully mediated by participants’ adherence to masculinity ideology. These results reveal that the relations between video game play and risk outcomes were strongest for sports video games, and in some cases, were mediated by masculinity ideology.  相似文献   

20.
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   

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