大学生网络游戏行为及行为冲动性研究
[Abstract]:The Internet brings people's life fast and entertainment at the same time, it also brings some serious challenges to the society. Adolescents and college students are more likely to appear lonely, aggressive personality, low self-esteem, truant from school, escape from contradictions and other bad psychology and so on because of the negative impact of addiction to online games on individuals. Social problems are of great urgency for the prevention and treatment of online game addiction. Online game addiction belongs to the category of psychological and behavioral problems. Delayed discount paradigm can quantitatively measure behavioral impulsiveness. Scholars at home and abroad have proved that addicts show high behavioral impulsiveness. College students become online game addicts. Addicts need to transit from playing games to addiction. Therefore, it is important to study the characteristics of game behavior and impulsive behavior of college students who play online games, including those who play games but are not addicted to them and those who are addicted to games. Significance.
[Objective] Through the investigation and analysis of Undergraduates in a comprehensive university, this study aims to grasp the characteristics and changing rules of the subjects'game behavior and behavior impulsiveness, which is valuable for intervention and treatment of bad game behavior and avoidance of undergraduates playing online games becoming addicts to online games.
[Methods] A convenient sample of 363 college students participated in the Eysenck Personality Questionnaire Simple Chinese Version and Delayed Discount Paradigm, and 132 college students who played online games were screened out by self-evaluation. Diagnostic scale survey. Data were collected and processed by SPSS17.0 software. Kolmogorov-Smirnov test, Z test, Kruskal-Wallis H test, Spearman correlation analysis and Logistic regression analysis were used.
[Results] In the aspect of college students'behavior, there was a significant difference in the ratio of playing games between different grades (P 0.05). Logistic regression analysis showed that grade was the higher risk factor of whether college students played games or not, and the relative risk ratio was 12.62. College students who played online games showed higher risk than those who did not play online games. High delay discount rate (P0.05).
On the behavior of college students who play online games, the students who play online games mainly play games actively (75.8%) and the majority (57.6%) play multiplayer games; some of the students who play online games take games as the object of discharging the contradictions between study and life (30.3%); and the three main reasons are as follows: Simple entertainment (83.3%); boring college study and life (65.9%); computer games are attractive and exciting (53.8%). Delayed discount rates of college students playing online games are significantly different in grade groups (H = 6.455, P 0.05); delayed discount rates of male students playing online games are significantly higher than those of female students (P 0.05). Z = - 2.721, P 0.05); high psychoticism personality score group showed higher delayed discount rate than low score group (Z = - 2.248, P 0.05); high neuroticism personality score group showed higher delayed discount rate than low score group (Z = - 2.401, P 0.05); survey subjects grade, gender, psychoticism personality, neuroticism personality factors and delayed discount rate were significantly different. Customs.
[Conclusion] College students who play online games show higher behavioral impulsivity than those who do not play online games; college students who play online games show a strong time characteristic in behavioral impulsivity; college students who play online games have a significant correlation with psychotic personality and neurotic personality; According to the characteristics of the selected samples, the study also shows that the non-addicted college students who play online games, i.e. the sub-addicts, also show higher impulsivity.
In view of the conclusion, some suggestions are put forward: actively organize sports and recreational activities to enrich the life and study contents of College students; strengthen the psychological course guidance and counseling work of college students to ensure their physical and mental health; attach importance to the "primary prevention" of College Students'online game behavior; and analyze the causes and effects of behavior impulsivity and personality in depth. Relation.
【学位授予单位】:吉林大学
【学位级别】:硕士
【学位授予年份】:2013
【分类号】:G645.5;R749.99
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