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大学生网络游戏行为及行为冲动性研究

发布时间:2018-08-22 08:01
【摘要】:网络给人们的生活带来快捷和娱乐的同时,也给社会带来了一些严峻的挑战。青少年和大学生由于沉溺于网络游戏对个体造成很多消极的影响,网络游戏成瘾个体更容易出现孤僻、攻击性人格、自尊心降低、逃学、逃避矛盾等不良心理和社会问题,对于网络游戏成瘾大学生的防治刻不容缓。网络游戏成瘾行为属于心理与行为学问题范畴,延迟折扣范式可以定量地测量行为冲动性,,国内外学者通过研究证实了成瘾者显著表现出较高的行为冲动性。大学生成为网络游戏成瘾者需要从玩游戏阶段到成瘾阶段过渡,那么通过对玩网络游戏的大学生(包括玩游戏但非成瘾的大学生和游戏成瘾的大学生)游戏行为特点和行为冲动性特征进行研究,对于很好地干预和治疗不良玩游戏行为包括成瘾行为具有重要意义。 【目的】本研究通过对某综合大学在校大学生进行调查和分析,掌握调查对象在游戏行为和行为冲动性的特点和变化规律,对于很好地干预和治疗不良游戏行为,避免玩网络游戏的大学生成为网络游戏成瘾者提供有价值的依据。 【方法】采用方便抽样获得363名被试大学生均参与艾森克人格问卷简易表中国版和延迟折扣范式等调查;通过自我评价是否玩网络游戏,筛查出玩网络游戏的大学生132人,玩网络游戏的大学生进一步参与网络游戏问卷、Young网络成瘾诊断量表调查。利用SPSS17.0软件进行数据的整理和处理,采用Kolmogorov-Smirnov检验、两样本Z检验、多样本Kruskal-Wallis H检验、Spearman相关性分析以及Logistic回归分析等。 【结果】大学生行为方面:不同年级大学生玩游戏比率存在显著性差异(P0.05),Logistic回归分析显示,年级是大学生是否玩游戏影响因素中较高的危险因素,相对风险比为12.62;玩网络游戏的大学生比非玩网络游戏的大学生表现出了较高的延迟折扣率(P0.05)。 玩网络游戏的大学生行为方面:玩网络游戏的大学生个体以主动玩游戏为主(75.8%),多人玩游戏占多数(57.6%);玩网络游戏的大学生存在部分个体以游戏作为学习和生活矛盾的发泄对象(30.3%);导致大学生玩游戏的三个主要原因是:单纯娱乐(83.3%);大学的学习和生活枯燥、无聊(65.9%);电脑游戏很有吸引力、很刺激(53.8%)。玩网络游戏的大学生延迟折扣率在年级分组上有显著差异(H=6.455, P0.05);玩网络游戏的大学生中男生的延迟折扣率显著高于女生的延迟折扣率(Z=-2.721, P0.05);精神质人格得分高组比低分组表现出较高的延迟折扣率(Z=-2.248,P0.05);神经质人格得分高组比低分组表现出了更高的延迟折扣率(Z=-2.401, P0.05);调查对象年级、性别、精神质人格、神经质人格因素与延迟折扣率有显著相关性。 【结论】玩网络游戏的大学生比非玩网络游戏的大学生表现出较高的行为冲动性;玩网络游戏的大学生在行为冲动性上表现出了很强的时间特性;玩网络游戏的大学生行为冲动性与精神质人格和神经质人格具有显著相关性;由于选取的样本特点,研究还得出玩网络游戏但非成瘾的大学生即亚成瘾人群也同样表现出了较高的行为冲动性。 针对于结论提出建议:积极组织体育和文娱活动,丰富大学生的生活和学习内容;加强大学生心理课程辅导和心理咨询工作,保证大学生身心健康发展;重视大学生网络游戏行为的“一级预防”;深入分析行为冲动性与人格的因果关联。
[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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