住院网络游戏成瘾者人格特质、精神症状和游戏类型的关系研究
发布时间:2018-04-18 09:18
本文选题:网络游戏成瘾 + 游戏类型 ; 参考:《安徽医科大学》2014年硕士论文
【摘要】:随着信息技术的发展,许多国家出现了网络游戏成瘾(Internet GamingAddiction,IGA)问题并呈日趋严重之势,IGA已成为严重危害青少年身心健康的首要问题。我国是IGA问题的重灾区,也是IGA研究领域的先行者,更是《网络成瘾临床诊断标准》被美国《精神疾病诊断与统计手册(第五版)》(DSM-5)采用的国家。在“网络游戏障碍”(同网络游戏成瘾)一词第一次出现在DSM-5中之前,学术界对IGA的研究已不乏众数,但到目前为止国内外对IGA类型的研究尚不充分,也不清楚成瘾的行为和结果是否与游戏类型的改变有关。为此,本研究依托北京军区总医院青少年心理成长基地IGA患者样本量大的优势,对上述问题进行回答。 目的:探索住院网络游戏成瘾者(Internet Gaming Addicts,IGAs)的人格特质、精神症状与游戏类型的关系,回答DSM-5关于IGA是否需要分类、成瘾的行为和结果是否与游戏类型的改变有关的疑问,从而对IGA的临床分类与诊断提供指导,,为临床工作者的针对性治疗提供帮助。 方法:采用回顾性病历研究的方法,以北京军区总医院青少年心理成长基地住院IGAs的病历为研究对象。将研究分为IGAs人格特质与游戏类型的关系、IGAs精神症状与游戏类型的关系两个平行部分进行分析。 结果: (1)住院IGAs以男性、小于18岁、初高中受教育程度为主。 (2)在游戏类型的人数分布上,角色扮演、西方魔幻、非回合制类的IGAs人数较多。 (3)在人格特质方面,角色扮演、射击、动作、即时战略和多人联机在线竞技这五组IGAs在恃强性(p0.05)、兴奋性(p0.01)、独立性(p0.05)、内外向型(p0.01)和心理健康因素(p0.05)方面差异显著。 (4)在精神症状方面,根据游戏内容和游戏画面类型分类,不同游戏类型成瘾者在SCL-90症状总分、阳性项目数、阳性均分、10个因子上,都没有显著的组间差异。事后多重比较及单样本T检验结果表明,住院IGAs的精神症状虽在个别因子上存在两两组间差异,但在这些因子上,低分组均高于全国常模的相应值,且有5/7的低分组显著高于全国常模的相应值。 (5)根据对战形式分类发现:除偏执因子外,回合制游戏成瘾组和非回合制游戏成瘾组在SCL-90症状总分、阳性项目数、阳性均分,及其他9个因子上均无显著差异,且这两组的偏执因子得分都显著高于全国常模。 结论: (1)男性、小于18岁、初高中受教育程度是IGA的危险因素。 (2)角色扮演、西方魔幻、非回合制类的IGAs人数较多。 (3)不同网络游戏类型的住院IGAs之间存在着显著的人格差异。 (4)不同游戏类型的住院IGAs,其精神症状基本没有差异。 (5)IGA可能并不存在子类。
[Abstract]:With the development of information technology, the problem of Internet GamingAddictionIGA (Internet GamingAddictionIGA) has appeared in many countries. IGA has become the most important problem that harms the physical and mental health of teenagers.Our country is the disaster area of IGA problem, is also the forerunner in the field of IGA research. It is also the country that the Clinical Diagnostic Standard of Internet Addiction is adopted by the American Manual of diagnosis and Statistics of Mental illness (Fifth Edition) > DSM-5).Before the term "online game disorder" appeared in DSM-5 for the first time, the research on IGA in academic circles was not lack of positive numbers, but the study of IGA type at home and abroad has not been sufficient up to now.It is also unclear whether addictive behavior and outcomes are related to changes in game types.Therefore, based on the advantage of large sample size of IGA patients in Beijing military region General Hospital, the above questions were answered.Objective: to explore the relationship between personality traits, mental symptoms and game types of inpatients with internet game addiction, and to answer DSM-5 's questions about whether IGA needs to be classified, whether the behavior and outcome of addiction is related to the change of game type.Therefore, it provides guidance for clinical classification and diagnosis of IGA, and provides help for the targeted treatment of clinical workers.Methods: retrospective medical records were used to study the IGAs records in the mental growth base of teenagers in Beijing military region General Hospital.The study was divided into two parallel parts: the relationship between IGAs personality trait and game type.Results:IGAs in hospital was male, less than 18 years old, and primary and high school education level was the main.2) in the number distribution of game type, the number of IGAs in role-playing, western magic and non-turn is more.(3) there were significant differences in personality traits, role-playing, shooting, action, instant strategy and multiplayer online competition among the five groups of IGAs in terms of strong, excitatory, independent, introverted, introverted, and mental health factors (p0.05).(4) in terms of mental symptoms, there was no significant difference in the total score of SCL-90 symptoms, the number of positive items, the average score of positive items, and the 10 factors among different game type addicts according to the game content and game picture type.The results of multiple comparison and single sample T test showed that although there were differences between two groups in individual factors, the lower groups were higher than the corresponding values of the national norm in these factors.And 5 / 7 of the low group is significantly higher than the corresponding value of the national norm.(5) there was no significant difference in the total score of SCL-90 symptoms, the number of positive items, the average positive score, and the other nine factors except the paranoid factor between the game addiction group and the non-round game addict group.The score of paranoid factor in both groups was significantly higher than that of the national norm.Conclusion:Male, under 18 years old, middle and high school education level is the risk factor of IGA.2) role-playing, Western magic, non-round type of IGAs is a large number.There were significant personality differences among IGAs patients with different online game types.(4) there was no significant difference in psychiatric symptoms among different game types.IGA may not exist subclass.
【学位授予单位】:安徽医科大学
【学位级别】:硕士
【学位授予年份】:2014
【分类号】:B848
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