摘要
目的:探索以人际互动为主的团体辅导对电脑游戏成瘾大学生的干预效果。方法:按线索取样,对某大学17名游戏成瘾倾向严重的大学生进行团体干预,并与另外一所大学10名基线水平一致的个体进行对照,在实施团体辅导前后采用电脑游戏成瘾量表及多种情绪与认知问卷进行测量。结果:两组后测分数的协方差检验显示,在为期三周的人际团体辅导后,干预组电脑游戏成瘾量表得分低于对照组[(92.6±16.7)vs.(105.9±13.0)],也低于前测(98.9±16.4)(均P<0.01)。团体辅导后,干预组抑郁、焦虑、人际自我负性认知得分均低于对照组[(6.4±7.9)vs.(13.5±5.6),(39.7±6.4)vs.(49.9±10.3),(15.1±4.3)vs.(19.9±3.0);均P<0.01],而自尊量表得分高于对照组[(29.3±2.9)vs.(24.6±4.8),P<0.01]。结论:以人际互动为主的团体辅导对游戏成瘾大学生具有积极的干预效果。
Objective: To study the effects of group counseling which based on interpersonal activities and aimed at the college students with computer gaming addiction in China. Methods: Seventeen college students with computer game addiction were chosen as the experimental group, and 10 college students from another college were chosen as the control group. The two groups had no difference in the scores of Computer Gaming Addiction Invention (CGAI) and several other scales before group counseling. There were a pre-test and a post-test separately set when the group counseling was started and finished, focused on CGAI and negative emotions and cognitions. Results: In post-test, the score of CGAI in experimental group was significantly lower than that in control group [ ( 92. 6 ± 16. 7) vs. ( 105.9± 13.0 ) ] and lower than that in pre-test ( 98.9 ±16. 4 ) by analysis of covariance ( Ps 〈 0. 01 ) . The scores of Beck Depression Inventory ( BDI ) , Self-Rating Anxiety Scale ( SAS ), and the negative cognition of oneself in socical settings in experimental group were also lower than those in control group [ ( 6.4± 7.9) vs. (13.5±5.6), (39.7±6.4) vs. (49.9±10.3), (15.1±4.3) vs. (19.9±3.0), Ps〈0.01], while the score of Rosenberg Self-Esteem Scale ( SES ) was higher than that of the control group [ ( 29. 3± 2. 9 ) vs. ( 24. 6 ±4. 8 ), P 〈 0. 01 ] . Conclusion: Group counseling based on interpersonal activities has obvious effects on the college students with computer gaming addiction.
出处
《中国心理卫生杂志》
CSSCI
CSCD
北大核心
2010年第1期29-33,共5页
Chinese Mental Health Journal
基金
第42批中国博士后科学基金面上资助(33107029)
关键词
大学生
电脑游戏成瘾
团体辅导
干预效果
对照试验
college student
computer gaming addiction
group counseling
intervention effect
control experiment