角色扮演类网络游戏与自我同一性发展的研究
发布时间:2019-06-07 13:21
【摘要】:随着互联网时代的到来,网络逐渐成为现代人工作生活不可或缺的工具之一,2011中国互联网报告指出,截止2010年12月,中国网民规模已达到4.57亿人,人们利用网络工作、学习、娱乐、购物、网络正改变着我们原有的传统生活方式,这其中网络游戏取代传统的娱乐项目,成为青少年的主要娱乐活动之一,便是一个很好的例证。网络游戏经过近些年的快速发展,游戏从设计、开发、到市场推广各个环节都逐渐成熟,已成为一项产业在蓬勃发展。网络游戏制作精良,画面优美,故事情节逼真,具有很强的参与性,吸引着越来越多的青少年玩家。自我同一性是青少年时期的主要发展任务,玛西亚认为,自我同一性的发展成熟是青少年人格发展的重要事件,自我同一性的发展成熟也标志着个体儿童期的结束和成年期的正式开始。同一性的形成是指个体对自我过去、现在、将来的一种主观觉知,,是对“我是谁”“我将去往何方”等一系列问题的清晰明确的回答。青少年在网络游戏中通过参与角色扮演,不断地尝试不同的角色,在游戏中不断了解自己,认识自己,角色扮演类网络游戏与青少年自我同一性的形成会有怎样的关系呢?不同程度、不同特点的角色扮演类网络游戏玩家对其自身的同一性发展过程有什么预测作用呢?这是本论文想要解释的问题。 本论文采用问卷调查法和访谈法相结合的研究方法,以角色扮演类网络游戏玩家为研究对象,目的在于对角色扮演类网络游戏青少年玩家的同一性状态做出统计描述,揭示角色扮演类网络游戏在青少年同一性形成过程中所起到的作用。 研究结果显示, (1)角色扮演类网络游戏玩家处于同一性早闭状态的人数居多,占全体游戏玩家的40.8%,延缓状态的人数最少,占全体游戏玩家的15%。 (2)每日游戏时间的长短对玩家的同一性探索及承诺维度具有预测作用。 (3)玩家的游戏年龄与自我同一性的探索维度呈正相关。 (4)玩家更换游戏的数目与自我同一性的承诺维度呈正相关。 (5)玩家使用的最长一款游戏的时间与自我同一性的承诺维度呈正相关。 (6)具有较多自我表征的青少年自我同一性的发展较为成熟。
[Abstract]:With the advent of the Internet era, the Internet has gradually become one of the indispensable tools for modern people to work and live. According to the 2011 China Internet report, as of December 2010, the number of Chinese netizens had reached 457 million, and people used the Internet to work. Learning, entertainment, shopping and the Internet are changing our original traditional way of life, in which online games replace traditional entertainment items and become one of the main entertainment activities for teenagers, which is a good example. After the rapid development of online games in recent years, games from design, development, to marketing are gradually mature, has become an industry in the vigorous development. The online game is well made, the picture is beautiful, the story plot is lifelike, has the very strong participation, attracts more and more young players. Self-identity is the main development task in adolescence. Marcia believes that the development and maturity of self-identity is an important event in the development of teenagers' personality. The development and maturity of self-identity also marks the end of individual childhood and the formal beginning of adulthood. The formation of identity refers to an individual's subjective awareness of the past, the present and the future, and a clear and clear answer to a series of questions such as "who am I" and "where will I go". Through participating in role-playing in online games, teenagers constantly try different roles, and constantly understand themselves and know themselves in the game. What will be the relationship between role-playing online games and the formation of teenagers' self-identity? What is the predictive effect of role-playing online gamers with different degrees and characteristics on their own identity development process? This is the problem that this paper wants to explain. This paper adopts the research method of questionnaire survey and interview, and takes the role-playing online game players as the research object, in order to make a statistical description of the identity state of the role-playing online game young players. This paper reveals the role of role-playing online games in the formation of identity among teenagers. The results show that: (1) the number of role-playing online gamers is in the state of identity early closure, accounting for 40.8% of all gamers, and the number of delayed players is the least, accounting for 15% of all gamers. (2) the length of daily game time can predict the identity exploration and commitment dimension of players. (3) the game age of players is positively correlated with the exploration dimension of self-identity. (4) the number of players changing games is positively correlated with the commitment dimension of self-identity. (5) the longest game used by players is positively correlated with the commitment dimension of self-identity. (6) the development of self-identity of adolescents with more self-representation is more mature.
【学位授予单位】:山西师范大学
【学位级别】:硕士
【学位授予年份】:2012
【分类号】:B844.2
本文编号:2494828
[Abstract]:With the advent of the Internet era, the Internet has gradually become one of the indispensable tools for modern people to work and live. According to the 2011 China Internet report, as of December 2010, the number of Chinese netizens had reached 457 million, and people used the Internet to work. Learning, entertainment, shopping and the Internet are changing our original traditional way of life, in which online games replace traditional entertainment items and become one of the main entertainment activities for teenagers, which is a good example. After the rapid development of online games in recent years, games from design, development, to marketing are gradually mature, has become an industry in the vigorous development. The online game is well made, the picture is beautiful, the story plot is lifelike, has the very strong participation, attracts more and more young players. Self-identity is the main development task in adolescence. Marcia believes that the development and maturity of self-identity is an important event in the development of teenagers' personality. The development and maturity of self-identity also marks the end of individual childhood and the formal beginning of adulthood. The formation of identity refers to an individual's subjective awareness of the past, the present and the future, and a clear and clear answer to a series of questions such as "who am I" and "where will I go". Through participating in role-playing in online games, teenagers constantly try different roles, and constantly understand themselves and know themselves in the game. What will be the relationship between role-playing online games and the formation of teenagers' self-identity? What is the predictive effect of role-playing online gamers with different degrees and characteristics on their own identity development process? This is the problem that this paper wants to explain. This paper adopts the research method of questionnaire survey and interview, and takes the role-playing online game players as the research object, in order to make a statistical description of the identity state of the role-playing online game young players. This paper reveals the role of role-playing online games in the formation of identity among teenagers. The results show that: (1) the number of role-playing online gamers is in the state of identity early closure, accounting for 40.8% of all gamers, and the number of delayed players is the least, accounting for 15% of all gamers. (2) the length of daily game time can predict the identity exploration and commitment dimension of players. (3) the game age of players is positively correlated with the exploration dimension of self-identity. (4) the number of players changing games is positively correlated with the commitment dimension of self-identity. (5) the longest game used by players is positively correlated with the commitment dimension of self-identity. (6) the development of self-identity of adolescents with more self-representation is more mature.
【学位授予单位】:山西师范大学
【学位级别】:硕士
【学位授予年份】:2012
【分类号】:B844.2
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