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大學生網(wǎng)絡(luò)游戲行為及行為沖動性研究

發(fā)布時間:2018-08-22 08:01
【摘要】:網(wǎng)絡(luò)給人們的生活帶來快捷和娛樂的同時,也給社會帶來了一些嚴峻的挑戰(zhàn)。青少年和大學生由于沉溺于網(wǎng)絡(luò)游戲?qū)體造成很多消極的影響,網(wǎng)絡(luò)游戲成癮個體更容易出現(xiàn)孤僻、攻擊性人格、自尊心降低、逃學、逃避矛盾等不良心理和社會問題,對于網(wǎng)絡(luò)游戲成癮大學生的防治刻不容緩。網(wǎng)絡(luò)游戲成癮行為屬于心理與行為學問題范疇,延遲折扣范式可以定量地測量行為沖動性,,國內(nèi)外學者通過研究證實了成癮者顯著表現(xiàn)出較高的行為沖動性。大學生成為網(wǎng)絡(luò)游戲成癮者需要從玩游戲階段到成癮階段過渡,那么通過對玩網(wǎng)絡(luò)游戲的大學生(包括玩游戲但非成癮的大學生和游戲成癮的大學生)游戲行為特點和行為沖動性特征進行研究,對于很好地干預和治療不良玩游戲行為包括成癮行為具有重要意義。 【目的】本研究通過對某綜合大學在校大學生進行調(diào)查和分析,掌握調(diào)查對象在游戲行為和行為沖動性的特點和變化規(guī)律,對于很好地干預和治療不良游戲行為,避免玩網(wǎng)絡(luò)游戲的大學生成為網(wǎng)絡(luò)游戲成癮者提供有價值的依據(jù)。 【方法】采用方便抽樣獲得363名被試大學生均參與艾森克人格問卷簡易表中國版和延遲折扣范式等調(diào)查;通過自我評價是否玩網(wǎng)絡(luò)游戲,篩查出玩網(wǎng)絡(luò)游戲的大學生132人,玩網(wǎng)絡(luò)游戲的大學生進一步參與網(wǎng)絡(luò)游戲問卷、Young網(wǎng)絡(luò)成癮診斷量表調(diào)查。利用SPSS17.0軟件進行數(shù)據(jù)的整理和處理,采用Kolmogorov-Smirnov檢驗、兩樣本Z檢驗、多樣本Kruskal-Wallis H檢驗、Spearman相關(guān)性分析以及Logistic回歸分析等。 【結(jié)果】大學生行為方面:不同年級大學生玩游戲比率存在顯著性差異(P0.05),Logistic回歸分析顯示,年級是大學生是否玩游戲影響因素中較高的危險因素,相對風險比為12.62;玩網(wǎng)絡(luò)游戲的大學生比非玩網(wǎng)絡(luò)游戲的大學生表現(xiàn)出了較高的延遲折扣率(P0.05)。 玩網(wǎng)絡(luò)游戲的大學生行為方面:玩網(wǎng)絡(luò)游戲的大學生個體以主動玩游戲為主(75.8%),多人玩游戲占多數(shù)(57.6%);玩網(wǎng)絡(luò)游戲的大學生存在部分個體以游戲作為學習和生活矛盾的發(fā)泄對象(30.3%);導致大學生玩游戲的三個主要原因是:單純娛樂(83.3%);大學的學習和生活枯燥、無聊(65.9%);電腦游戲很有吸引力、很刺激(53.8%)。玩網(wǎng)絡(luò)游戲的大學生延遲折扣率在年級分組上有顯著差異(H=6.455, P0.05);玩網(wǎng)絡(luò)游戲的大學生中男生的延遲折扣率顯著高于女生的延遲折扣率(Z=-2.721, P0.05);精神質(zhì)人格得分高組比低分組表現(xiàn)出較高的延遲折扣率(Z=-2.248,P0.05);神經(jīng)質(zhì)人格得分高組比低分組表現(xiàn)出了更高的延遲折扣率(Z=-2.401, P0.05);調(diào)查對象年級、性別、精神質(zhì)人格、神經(jīng)質(zhì)人格因素與延遲折扣率有顯著相關(guān)性。 【結(jié)論】玩網(wǎng)絡(luò)游戲的大學生比非玩網(wǎng)絡(luò)游戲的大學生表現(xiàn)出較高的行為沖動性;玩網(wǎng)絡(luò)游戲的大學生在行為沖動性上表現(xiàn)出了很強的時間特性;玩網(wǎng)絡(luò)游戲的大學生行為沖動性與精神質(zhì)人格和神經(jīng)質(zhì)人格具有顯著相關(guān)性;由于選取的樣本特點,研究還得出玩網(wǎng)絡(luò)游戲但非成癮的大學生即亞成癮人群也同樣表現(xiàn)出了較高的行為沖動性。 針對于結(jié)論提出建議:積極組織體育和文娛活動,豐富大學生的生活和學習內(nèi)容;加強大學生心理課程輔導和心理咨詢工作,保證大學生身心健康發(fā)展;重視大學生網(wǎng)絡(luò)游戲行為的“一級預防”;深入分析行為沖動性與人格的因果關(guān)聯(lián)。
[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.
【學位授予單位】:吉林大學
【學位級別】:碩士
【學位授予年份】:2013
【分類號】:G645.5;R749.99

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