online games

  • 文章类型: Journal Article
    网络游戏近年来经历了显着的增长,随着游戏成为所有年龄段的人的一种流行的娱乐形式。然而,它们对认知的影响,特别是在残疾学生等弱势群体中,是一个需要更深入探索的话题。本研究的目的是双重的:首先,要了解风险参与者的类型(无风险参与者,有问题的玩家,和病态参与者);其次,比较有问题的学生的认知扭曲。这两个目标将根据是否存在残疾进行分析。来自西班牙各大学的704名学生(135名残疾学生和569名无残疾学生),年龄在18至38岁之间,通过填写赌徒信念问卷(GBQ)参加了这项研究,旨在衡量与赌博问题相关的认知扭曲,以及马萨诸塞州赌博屏幕调查问卷,旨在衡量赌博成瘾。结果表明,残疾学生的比例更高,表现出更大的成瘾风险。此外,这群学生表现出更多的认知扭曲。这些发现强调了需要一种全面的方法来解决大学生的网络游戏成瘾和认知扭曲。有和没有残疾。预防措施是必要的,例如负责任的技术使用教育和促进替代活动。此外,需要制定具体的干预策略,包括为这个学生群体提供心理健康服务。
    Online games have experienced significant growth in recent years, with gaming becoming a popular form of entertainment for people of all ages. However, their impact on cognition, especially among vulnerable groups such as students with disabilities, is a topic that requires deeper exploration. The objectives of this study are twofold: firstly, to understand the typology of risk players (non-risk players, players with problems, and pathological players); and secondly, to compare cognitive distortions among students with problematic profiles. Both objectives will be analyzed based on the presence or absence of disability. A total of 704 students from various Spanish universities (135 with disabilities and 569 without disabilities), aged between 18 and 38, participated in the study by completing the Gamblers Belief Questionnaire (GBQ), aimed at measuring cognitive distortions related to gambling problems, as well as the Massachusetts Gambling Screen questionnaire, aimed at measuring gambling addiction. The results indicate a higher percentage of students with disabilities showing a greater risk profile for addiction. Additionally, this group of students exhibits more cognitive distortions. These findings underscore the need for a comprehensive approach to addressing online gaming addiction and cognitive distortions among university students, with and without disabilities. Preventive measures are necessary, such as education on responsible technology use and the promotion of alternative activities. Moreover, specific intervention strategies need to be developed, including access to psychological health services for this student population.
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  • 文章类型: Journal Article
    COVID大流行对人口的心理健康产生了重大影响,尤其是女性青少年。饮食失调和性别认同问题明显增加。在此期间,在线活动也大幅增长,占据了青少年的大部分时间。我们探索青春期男孩和女孩对社交网络和在线游戏的使用。我们讨论了面对大流行时,它们对男孩和女孩不同程度的心理困扰的可能影响。我们建议网络游戏,主要由年轻男孩使用,可能会通过与身体及其经验相关的机制为他们提供一些情感保护,竞争的群体动态,合作,和等级制度,表达侵略的可能性,以及构建更清晰、更稳定的身份。不带偏见地看待新技术是强制性的,如果我们要避免将我们的恐惧和期望投射到他们身上。
    The COVID pandemic has had a major impact on the mental health of the population, especially on female adolescents. Eating disorders and gender identity problems have increased markedly. Online activities have also grown enormously during this period occupying a large portion of adolescents\' time. We explore the use of social networking and online gaming by adolescent girls and boys. We discuss their possible influence on different levels of psychological distress in boys and girls in the face of the pandemic. We propose that online games, mainly used by young boys, might offer them some emotional protection through mechanisms related to the body and its experience, to the group dynamics of competition, collaboration, and hierarchy, to the possibility of expressing aggression, and to the construction of a clearer and more stable identity. An unprejudiced look at new technologies is mandatory, if we are to avoid projecting our fears and expectations onto them.
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  • 文章类型: Journal Article
    背景:使用游戏作为媒介来掌握某些学习成果,使学生能够探索和了解周围的世界,这对智障学生很重要。这项研究的目的是深入了解网络游戏对智障青少年社交互动的潜在影响,以及父母如何看待这些影响。方法:本研究采用了一种定量的方法,采用了准实验法,前测和后测和后续设计。还采用描述性方法来研究父母如何看待网络游戏对智障青少年社交互动的影响。为了检验第三个假设,采用访谈的定性方法。40名年龄在15至18岁之间且参加ID纳入计划的轻度ID青少年,以及他们的父母/监护人被招募。结果:在统计分析的基础上,观察到对具有ID的社交互动能力的青少年有显着影响。看看群体之间的差异,干预结束时,两组的社交互动水平在统计学上有显著差异,与对照组相比,实验组的参与者表现出明显更高的社交互动水平。结论:本研究为网络游戏对智障青少年社交互动的有效性提供了潜在支持。从这些发现中得出的主要结论是,需要扩大对网络游戏的研究,以及它们对社交互动以外的其他变量的可能好处,比如认知变量和不同的人群,尤其是那些有身份证和自闭症的人。
    Background: Using games as a medium to master certain learning outcomes enables students to explore and understand the world around, which is important for students with intellectual disabilities. The purpose of this study was to gain insight into the potential effects of online games on social interaction of adolescents with intellectual disability, and how parents view these effects. Method: This study employed a quantitative approach using a quasi-experimental, pre-test and post-test and follow up design. Descriptive approach is also employed to investigate how parents view effects of online games on social interaction of adolescents with intellectual disability. To test the third hypothesis, qualitative method through interview was employed. 40 adolescents with mild ID aged between 15 and 18 years and who were enrolled in the ID Inclusion program, as well as their parent/guardian were recruited. Results: On the basis of the statistical analysis, It was observed a significant effect on adolescents with ID\'s social interaction capability. Looking at between-group differences, the groups were statistically significantly different in their levels of social interaction at the end of the intervention, with participants in the experimental group exhibiting significantly higher levels of social interaction in comparison to the controls. Conclusion: This study provides a potential support to the effectiveness of online games on social interaction of adolescents with intellectual disability. The main conclusion arising from these findings is the need to broaden the study of online games and their possible benefits to other variables than social interaction, such as cognitive variables and diverse populations, especially those with ID and autism.
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  • 文章类型: Journal Article
    学习者对短视频的依赖对学习成果有许多陷阱,但是在学习心理学文献中很少讨论过度使用短视频的负面影响。因此,这项研究调查了过度使用短视频对焦虑的影响,抑郁症,前瞻记忆,以及与在线游戏相关行为相关的学术延迟满足(ADOG),并探讨了过度的在线游戏和短视频使用可能导致ADOG下降的可能机制,扩大我们对过度使用短视频的认识。
    基于全班随机抽样方法,对皖北地区大学生进行了问卷调查,中国2022年5月7日至7月27日。问卷包括广义焦虑症量表(GAD-7),患者健康问卷量表(PHQ-9),前瞻性和回顾性记忆(PRM)问卷,和ADOG量表。
    共有1016名参与者完成了调查。研究发现,在所有的互联网行为中,20.8%的大学生主要玩网络游戏,43.9%主要播放短视频,35.3%的人进行了其他网络行为。与其他互联网行为相比,在线游戏和短视频行为会导致更严重的焦虑/抑郁和更差的PRM和ADOG评分。随着玩网络游戏和短视频的时间增加,焦虑和抑郁变得更糟,PRM和ADOG的得分也有所下降。焦虑,抑郁症,和PRM调解花费在在线游戏/短视频和ADOG上的时间之间的关系。
    过度的短视频行为可能会产生与在线游戏障碍相同的心理问题和学习问题。过度的短视频和在线游戏行为可能会通过焦虑影响ADOG的表现,抑郁症,和预期记忆。这些发现可作为未来ADOG改善研究的基础。
    UNASSIGNED: Learner dependence on short videos has many pitfalls for learning outcomes, but the negative effects of excessive short video use have been little discussed in the learning psychology literature. Therefore, this study investigated the effects of excessive short video use on anxiety, depression, prospective memory, and academically delayed gratification (ADOG) in relation to online gaming-related behaviours, and explored the possible mechanisms by which excessive online gaming and short video use may lead to decreased ADOG, to expand our understanding of excessive short video use.
    UNASSIGNED: Based on the whole class random sampling method, a questionnaire survey was conducted among college students in Northern Anhui, China from May 7 to July 27, 2022. The questionnaires included the Generalized Anxiety Disorder Scale (GAD-7), Patient Health Questionnaire Scale (PHQ-9), Prospective and Retrospective Memory (PRM) Questionnaire, and ADOG Scale.
    UNASSIGNED: A total of 1016 participants completed the survey. The study found that of all the internet behaviors, 20.8% of the college students mainly played online games, 43.9% mainly played short videos, and 35.3% conducted other online behaviors. When compared with other internet behaviors, online gaming and short video behaviors can cause more serious anxiety/depression and worse PRM and ADOG scores. As time spent playing online games and short videos increased, anxiety and depression became worse, and the scores for PRM and ADOG also declined. Anxiety, depression, and PRM mediate the relationship between time spent on online gaming/short videos and ADOG.
    UNASSIGNED: Excessive short videos behaviour may produce the same psychological problems and learning problems as online gaming disorder. Excessive short video and online gaming behaviors may affect ADOG performance through anxiety, depression, and prospective memory. These findings could be used as a basis for future studies on the improvement of ADOG.
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  • 文章类型: Journal Article
    本研究旨在研究网络游戏成瘾对降低学业成就动机的影响,以及学习投入在中国大学生中的中介作用来考察这三个变量之间的关系。
    该研究采用便利抽样的方式招募中国大学生自愿参加。通过问卷之星应用共收集有效问卷443份。参与者的平均年龄为18.77岁,男性157人,女性286人。采用SPSS和AMOS进行统计分析。
    (1)中国大学生网络游戏成瘾对他们的行为产生负面影响,情感,和认知参与(学习参与的三个维度);(2)行为,情感,认知投入对学业成就动机降低产生负面影响;(3)学习投入介导了网络游戏成瘾与学业成就动机降低之间的关系。
    UNASSIGNED: The present study aimed to examine the effects of online game addiction on reduced academic achievement motivation, and the mediating role of learning engagement among Chinese college students to investigate the relationships between the three variables.
    UNASSIGNED: The study used convenience sampling to recruit Chinese university students to participate voluntarily. A total of 443 valid questionnaires were collected through the Questionnaire Star application. The average age of the participants was 18.77 years old, with 157 males and 286 females. Statistical analysis was conducted using SPSS and AMOS.
    UNASSIGNED: (1) Chinese college students\' online game addiction negatively affected their behavioral, emotional, and cognitive engagement (the three dimensions of learning engagement); (2) behavioral, emotional, and cognitive engagement negatively affected their reduced academic achievement motivation; (3) learning engagement mediated the relationship between online game addiction and reduced academic achievement motivation.
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  • 文章类型: Journal Article
    本研究旨在探讨网络游戏对大学生心理需求和个人成长的积极影响。
    于2021年9月进行了定性研究设计。半结构化,深入,并对来自六所大学的20名玩网络游戏“国王荣耀”的本科生进行了针对性的访谈。采用主题分析来探索“国王的荣耀”所带来的积极特征。
    大学生报告了网络游戏的三个积极影响,即,满足个人成长的需要,满足社会生活的要求,提高学习成绩。
    高校教育工作者和家庭应利用网络游戏的积极作用,引导大学生合理使用网络游戏。
    UNASSIGNED: This study aimed to explore the positive effects of online games on college students\' psychological demands and individual growth.
    UNASSIGNED: A qualitative study design was carried out in September 2021. Semi-structured, in-depth, and individual interviews were conducted with a purposive sample of 20 undergraduates who played the online game \"Glory of Kings\" from six universities. Thematic analysis was employed to explore the positive features caused by \"Glory of Kings\".
    UNASSIGNED: College students reported three positive effects of online games, namely, satisfying the need for personal growth, meeting the requirement of social life and promoting academic performance.
    UNASSIGNED: College educators and families should take advantage of the positive effect of online games to guide college students to use online games reasonably.
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  • 文章类型: Randomized Controlled Trial
    背景:需要研究预防吸烟干预的创新方法,以增加吸引力,接触到难以接触到的人群,并提高有效性。我们研究了干预措施的可行性和直接效果,以加强与反吸烟有关的年轻人的规范和行为,集成到一个流行的在线社区游戏。方法:通过HABBO在线社区进行一项前瞻性随机对照试验。干预组每周一次与同伴参与者和两名主持人进行重复的讨论,为期1个月(四次),在游戏中。对照组可以访问反吸烟信息网站。过程指标(吸引力,参与)和直接结果(关于吸烟的规范和意图)通过问卷进行评估。结果:116名运动员被邀请参加干预;10名不符合资格标准,30人被分配到干预组,对照组76人。年龄中位数为23岁。24%的人没有接受教育,employment,或训练。每个会话的中位数有八名玩家参加,每个会话的交换聊天中位数为399;玩家占用了70%的聊天时间。二十名球员参加了所有四场比赛。即时规范,represents,对39名运动员的意向进行了评估,两组之间差异很小。结论:在网络游戏中提供和评估吸烟预防干预措施是可行的。在有针对性的在线社区游戏中,该干预措施具有吸引力,并允许向具有不同社会特征的受众提供创新干预措施。长期影响,可持续性并讨论了评价方法。
    Background: Innovative methods for smoking prevention interventions need to be investigated to increase attractiveness, access hard-to-reach populations, and increase effectiveness. We studied the feasibility and immediate effects of an intervention to reinforce norms and behaviors of young people related to antismoking, integrated into a popular online community game. Methods: A pilot randomized controlled trial was conducted through the HABBO online community. The intervention group was exposed to repeated discussion sessions with small groups of peer players and two facilitators once a week for 1 month (four sessions), inside the game. The control group had access to antismoking information websites. Process indicators (attractiveness, participation) and immediate outcomes (norms and intentions with regard to smoking) were assessed by questionnaire. Results: One hundred sixteen players were invited to participate in the intervention; 10 did not meet eligibility criteria, 30 were allocated to the intervention group, and 76 to the control group. Median age was 23. Twenty-four percent were not in education, employment, or training. A median of eight players attended each session and the median number of exchange chats by session was 399; 70% of chat time was occupied by the players. Twenty players attended all four sessions. Immediate norms, representations, and intentions were evaluated in 39 players and showed small differences between groups. Conclusion: Delivering and evaluating a smoking prevention intervention in an online game is feasible. In the targeted online community game, the intervention was attractive and allowed the delivery of innovative interventions to audiences with diverse social profiles. Long-term effects, sustainability, and evaluation methodology are discussed.
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  • 文章类型: Journal Article
    网络游戏产品推动了中国数字经济的繁荣。同时,它对公众健康的担忧引发了消费者在社交媒体上的讨论。然而,过去的研究很少从消费者观点的角度来研究网络游戏引起的公共健康话题。本文试图通过非结构化文本和大型社交媒体评论来识别消费者对网络游戏产品健康影响的意见。因此,我们设计了一个基于机器学习的自然语言处理(NLP)框架,它包括主题挖掘,多标签分类,和情感分析。基于层次聚类方法的主题挖掘程序决定了本研究与以往研究的兼容性。每三个主题在“个人健康影响”和“社会健康影响”中确定,分别。然后,多标签分类模型的结果显示,327,505条评论中有61.62%的人对网络游戏的健康影响有意见。主题“青少年教育”和“商业道德”占据消费者关注的前两个地方。超过31%的评论支持两个或更多的主题。“青少年教育”和“商业道德”的组合也有最高的共现。最后,消费者对不同的话题表达了不同的情感偏好,平均63%的评论表达了与网络游戏健康属性相关的负面情绪。总的来说,中国消费者最关心的是青春期教育问题,对企业的商业道德问题抱有最强烈的负面情绪。研究成果的意义在于,它提醒网络游戏相关企业在通过网络游戏产品带来额外利润的同时,要注意对公众健康的潜在危害。此外,负面的消费者情绪可能会损害品牌形象,商业信誉,以及企业自身的可持续发展。同时也为政府监管部门提供了先进的分析方法参考,为更有效的行政管理保护公众健康、促进数字经济的发展提供参考。
    Online game products have fueled the boom in China\'s digital economy. Meanwhile, its public health concerns have sparked discussion among consumers on social media. However, past research has seldom studied the public health topics caused by online games from the perspective of consumer opinions. This paper attempts to identify consumers\' opinions on the health impact of online game products through non-structured text and large-size social media comments. Thus, we designed a natural language processing (NLP) framework based on machine learning, which consists of topic mining, multi-label classification, and sentimental analysis. The hierarchical clustering method-based topic mining procedure determines the compatibility of this study and previous research. Every three topics are identified in \"Personal Health Effects\" and \"Social Health Effects\", respectively. Then, the multi-label classification model\'s results show that 61.62% of 327,505 comments have opinions about the health effects of online games. Topics \"Adolescent Education\" and \"Commercial Morality\" occupy the top two places of consumer attention. More than 31% of comments support two or more topics, and the \"Adolescent Education\" and \"Commercial Morality\" combination also have the highest co-occurrence. Finally, consumers expressed different emotional preferences for different topics, with an average of 63% of comments expressing negative emotions related to the health attributes of online games. In general, Chinese consumers are most concerned with adolescent education issues and hold the strongest negative emotion towards the commercial morality problems of enterprises. The significance of research results is that it reminds online game-related enterprises to pay attention to the potential harm to public health while bringing about additional profits through online game products. Furthermore, negative consumer emotions may cause damage to brand image, business reputation, and the sustainable development of the enterprises themselves. It also provides the government supervision departments with an advanced analysis method reference for more effective administration to protect public health and promote the development of the digital economy.
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  • 文章类型: Journal Article
    背景:视频游戏在过去的几十年中变得流行,导致报告的负面后果增加。这项研究旨在评估网络游戏障碍(IGD)的患病率,它与游戏行为的联系,抑郁症,和男性高中生的焦虑。
    方法:这项横断面研究涉及达曼的男高中生。学校采用分层随机抽样,和数据收集使用自我管理的问卷。使用SPSSv23.0进行数据分析;初始分析包括描述性统计。连续变量和序数变量使用t检验或曼-惠特尼U检验进行比较,方差分析或Kruskal-Wallis检验,酌情;分类变量使用卡方检验。计算Spearman相关系数以确定IGD评分与抑郁和焦虑评分之间的相关性。
    结果:共有726名高中玩家参与,87%的人是沙特人,平均年龄为16.92岁,45%来自公立学校。IGD的平均得分为18.12分,IGD的患病率为21.85%。平日每天花费≥4小时或周末每天花费≥6小时的学生和每月花费≥200沙特里亚尔进行游戏的游戏玩家的平均IGD得分明显更高(P<0.001)。与使用其他设备的玩家相比,使用PC/笔记本电脑进行游戏的玩家的IGD得分明显更高(P=0.002)。行动,战斗,开放世界游戏,和暴力游戏与显著较高的IGD评分相关.在IGD的学生中,21.7%有中度/重度抑郁,11.4%有重度焦虑。
    结论:IGD是男性高中生的一种有关精神障碍。它与某些游戏行为和其他精神问题有关。我们建议未来进行更大规模的研究,包括女性。
    BACKGROUND: Video games have become popular in the last few decades, resulting in an increase in reported negative consequences. This study aimed to assess the prevalence of internet gaming disorder (IGD), its association with gaming behavior, depression, and anxiety in male high school students.
    METHODS: This cross-sectional study involved male high school students in Dammam. Schools were selected using stratified random sampling, and data were collected using a self-administered questionnaire. Data analyzed using SPSS v23.0; the initial analysis included descriptive statistics. Continuous and ordinal variables were compared using t-test or Mann-Whitney U test, and ANOVA or Kruskal-Wallis test, as appropriate; Chi-square test was used for categorical variables. Spearman correlation coefficient was calculated to determine the correlation between IGD score and depression and anxiety scores.
    RESULTS: A total of 726 high school gamers were involved, 87% of whom were Saudi, with a mean age of 16.92 years and 45% were from public schools. The mean IGD score was 18.12, and the prevalence of IGD was 21.85%. Students who spent ≥4 h/day on weekdays or ≥6 h/day at weekends on videogames and gamers who spent ≥200 Saudi Riyals per month on gaming had significantly higher mean IGD scores (P < 0.001). Gamers who used PC/laptop for gaming had significantly higher IGD scores compared to those who used other devices (P = 0.002). Action, fight, open-world games, and games with violence were associated with significantly higher IGD scores. Among students with IGD, 21.7% had moderately severe/severe depression and 11.4% had severe anxiety.
    CONCLUSIONS: IGD is a concerning psychiatric disorder in male high school students. It is associated with certain gaming behavior and other mental problems. We recommend future larger-scale research that includes females as well.
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  • 文章类型: Journal Article
    本研究基于技术接受模型(TAM),研究了影响高等教育机构学生对电子竞技(电子竞技)的态度和行为意图的因素。从监管焦点理论的各个方面分析了预防性监管焦点的条件影响。这些方面包括感知的有用性,感知到的易用性,以及对电子竞技态度的感知风险。因此,数据来自中国河南省293所高等教育机构的学生,呈现54.56%的应答率。随后实施PLS-SEM分析以证实所提出的假设。实证结果证实了感知有用性和感知易用性对电子竞技态度的显著正向影响。然而,感知风险对电子竞技的态度产生负面影响。同时,关于适度假设的调查结果发现,对预防性监管重点的影响微不足道。这种影响明确地存在于感知的有用性-感知的易用性与对电子竞技的态度之间。然而,预防性监管重点负面地缓和了人们对电子竞技的感知风险态度。最后,在论文的最后,说明了其含义和局限性。
    This study examined the factors that affect the attitude and behavioral intentions toward electronic sports (eSports) among students of higher education institutions based on the technology acceptance model (TAM). The conditional impact of preventive regulatory focus was analyzed in various aspects developed on the regulatory focus theory. These aspects comprised of perceived usefulness, perceived ease of use, and perceived risk on the attitude toward eSports. Accordingly, data were collected from 293 students of higher education institutions in China\'s Henan Province, presenting a 54.56% response rate. The PLS-SEM analysis was subsequently implemented to confirm the proposed hypotheses. The empirical findings confirmed the significant positive impact of perceived usefulness and perceived ease of use on the attitude toward eSports. However, perceived risk negatively affected the attitude toward eSports. Meanwhile, the findings on the moderating hypotheses found a negligible impact on preventive regulatory focus. This impact was found explicitly on the perceived usefulness-perceived ease of use link with attitude toward eSports. However, the preventive regulatory focus negatively moderated the perceived risk attitude toward eSports. Finally, the implication and limitations were illustrated at the end of the paper.
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