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角色扮演類(lèi)網(wǎng)絡(luò)游戲與自我同一性發(fā)展的研究

發(fā)布時(shí)間:2019-06-07 13:21
【摘要】:隨著互聯(lián)網(wǎng)時(shí)代的到來(lái),網(wǎng)絡(luò)逐漸成為現(xiàn)代人工作生活不可或缺的工具之一,2011中國(guó)互聯(lián)網(wǎng)報(bào)告指出,截止2010年12月,中國(guó)網(wǎng)民規(guī)模已達(dá)到4.57億人,人們利用網(wǎng)絡(luò)工作、學(xué)習(xí)、娛樂(lè)、購(gòu)物、網(wǎng)絡(luò)正改變著我們?cè)械膫鹘y(tǒng)生活方式,這其中網(wǎng)絡(luò)游戲取代傳統(tǒng)的娛樂(lè)項(xiàng)目,成為青少年的主要娛樂(lè)活動(dòng)之一,便是一個(gè)很好的例證。網(wǎng)絡(luò)游戲經(jīng)過(guò)近些年的快速發(fā)展,游戲從設(shè)計(jì)、開(kāi)發(fā)、到市場(chǎng)推廣各個(gè)環(huán)節(jié)都逐漸成熟,已成為一項(xiàng)產(chǎn)業(yè)在蓬勃發(fā)展。網(wǎng)絡(luò)游戲制作精良,畫(huà)面優(yōu)美,故事情節(jié)逼真,具有很強(qiáng)的參與性,吸引著越來(lái)越多的青少年玩家。自我同一性是青少年時(shí)期的主要發(fā)展任務(wù),瑪西亞認(rèn)為,自我同一性的發(fā)展成熟是青少年人格發(fā)展的重要事件,自我同一性的發(fā)展成熟也標(biāo)志著個(gè)體兒童期的結(jié)束和成年期的正式開(kāi)始。同一性的形成是指?jìng)(gè)體對(duì)自我過(guò)去、現(xiàn)在、將來(lái)的一種主觀(guān)覺(jué)知,,是對(duì)“我是誰(shuí)”“我將去往何方”等一系列問(wèn)題的清晰明確的回答。青少年在網(wǎng)絡(luò)游戲中通過(guò)參與角色扮演,不斷地嘗試不同的角色,在游戲中不斷了解自己,認(rèn)識(shí)自己,角色扮演類(lèi)網(wǎng)絡(luò)游戲與青少年自我同一性的形成會(huì)有怎樣的關(guān)系呢?不同程度、不同特點(diǎn)的角色扮演類(lèi)網(wǎng)絡(luò)游戲玩家對(duì)其自身的同一性發(fā)展過(guò)程有什么預(yù)測(cè)作用呢?這是本論文想要解釋的問(wèn)題。 本論文采用問(wèn)卷調(diào)查法和訪(fǎng)談法相結(jié)合的研究方法,以角色扮演類(lèi)網(wǎng)絡(luò)游戲玩家為研究對(duì)象,目的在于對(duì)角色扮演類(lèi)網(wǎng)絡(luò)游戲青少年玩家的同一性狀態(tài)做出統(tǒng)計(jì)描述,揭示角色扮演類(lèi)網(wǎng)絡(luò)游戲在青少年同一性形成過(guò)程中所起到的作用。 研究結(jié)果顯示, (1)角色扮演類(lèi)網(wǎng)絡(luò)游戲玩家處于同一性早閉狀態(tài)的人數(shù)居多,占全體游戲玩家的40.8%,延緩狀態(tài)的人數(shù)最少,占全體游戲玩家的15%。 (2)每日游戲時(shí)間的長(zhǎng)短對(duì)玩家的同一性探索及承諾維度具有預(yù)測(cè)作用。 (3)玩家的游戲年齡與自我同一性的探索維度呈正相關(guān)。 (4)玩家更換游戲的數(shù)目與自我同一性的承諾維度呈正相關(guān)。 (5)玩家使用的最長(zhǎng)一款游戲的時(shí)間與自我同一性的承諾維度呈正相關(guān)。 (6)具有較多自我表征的青少年自我同一性的發(fā)展較為成熟。
[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.
【學(xué)位授予單位】:山西師范大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2012
【分類(lèi)號(hào)】:B844.2

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