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网络游戏行为对于青少年情绪调节自我效能感的影响 被引量:2

Impact of online gaming behaviour on adolescents'emotional regulation self-efficacy
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摘要 目的:根据网络游戏行为的概念,将其分成客观行为指标层面和行为过程特征层面来具体探讨各影响因子与情绪调节自我效能感的关系。方法:以上海市部分高中、大学学生作为调查对象,总共抽样345名学生,采用青少年网络游戏行为特征量表、情绪调节自我效能感量表为基础整理的调查问卷进行调研分析。结果:通过统计学卡方交叉分析可知,性别(χ^(2)=34.18,P<0.01)和居住地因素(χ^(2)=11.30,P<0.05)在网络游戏客观行为指标中的每次参与网络游戏时长上存在显著差异性。网络游戏客观行为指标中的游戏频率在年级之间存在显著差异(χ^(2)=64.28,P<0.01),其中大一学生的游戏频率最高(67.74%,每天玩游戏),而高中阶段的游戏频率最低。单因素方差分析显示男生较女生更容易在网络游戏行为中激发探究动机,更容易受到正向激励(F=51.427,P<0.01)。女生在网络游戏行为过程中表达积极情绪自我效能感方面显著高于男生,而男生在管理消极情绪自我效能感上高于女生。高二和大三的青少年进行网络游戏行为时出现正向激励和生理疲劳维度的状况均高于其他年级,而高三学生最容易出现行为失度,相对的大一学生最不容易表现出行为失度。每次游戏时长在一小时左右的青少年认为自身可控制情绪的信念感最强,且差异显著(F=5.71,P<0.01)。Pearson相关性分析显示,在网络游戏行为过程特征层面各维度上表现越强的个体认为自身调节情绪能力的自我感觉越强。通过多元逐步回归分析可得,单次网络游戏时长的连续时长会对情绪调节自我效能感产生显著的负向影响关系,而正向激励、生理疲劳、游戏依赖、人际疏远4个维度的评价与表现对于情绪调节自我效能感能带来一定程度积极作用。模型公式为:情绪调节自我效能感=1.982-0.125*每次网络游戏的时长+0.209*正向激励+0.096*生理疲劳+0.082*游戏依赖+0.163*人际疏远。结论:在网络游戏客观行为指标层面,游戏时长越长,个体的情绪调节自我效能感越低。在网络游戏行为过程特征层面,正向激励、生理疲劳、游戏依赖、人际疏远四维度对情绪调节自我效能感有显著的正向影响作用。 Objective:Based on the concept of online gaming behavior,this study categorizes it into two dimensions:Objective behavioral indicators and behavioral process characteristics,to specifically explore the relationships between various influencing factors and emotional regulation self-efficacy.Methods:A total of 345 high school and university students in Shanghai were sampled as survey participants.The study employed a questionnaire developed based on the Adolescent Online Gaming Behavior Characteristics Scale and the Emotional Regulation Self-Efficacy Scale for data collection and analysis.Results:Based on the chi-square cross-tabulation analysis,it was evident that gender(χ^(2)=34.18,P<0.01)and residence(χ^(2)=11.30,P<0.05)showed significant differences in the duration of each online gaming session as an objective indicator of online gaming behavior.Additionally,the frequency of online gaming showed significant differences among different academic grades(χ^(2)=64.28,P<0.01),with first-year university students having the highest gaming frequency(67.74%,playing daily),while high school students had the lowest frequency.One-way ANOVA indicated that male students were more likely than female students to exhibit exploratory motivation and receive positive reinforcement in online gaming behavior(F=57.427,P<0.01).Female students exhibited significantly higher self-efficacy in expressing positive emotions during online gaming compared to male students,while male students showed higher self-efficacy in managing negative emotions.Adolescents in the second year of high school and third year of university reported higher levels of positive reinforcement and physical fatigue during online gaming compared to other grades,while third-year high school students were most likely to exhibit behavioral dysregulation,and first-year university students were the least likely to do so.Adolescents who played online games for approximately one hour per session reported the strongest belief in their ability to regulate emotions(F=5.71,P<0.01).Pearson correlation analysis showed that individuals with stronger performance across dimensions of online gaming behavior characteristics reported a stronger perceived ability to regulate emotions.Multiple stepwise regression analysis revealed that the continuous duration of each online gaming session had a significant negative effect on emotional regulation self-efficacy,while positive reinforcement,physical fatigue,gaming dependence,and interpersonal alienation had a certain degree of positive effect on emotional regulation self-efficacy.The model formula was:Emotional regulation self-efficacy=1.982-0.125×duration of each online gaming session+0.209×positive reinforcement+0.096×physical fatigue+0.082×gaming dependence+0.163×interpersonal alienation.Conclusion:In the objective behavioral indicators of online gaming,longer gaming session duration is associated with lower emotional regulation self-efficacy.Within the behavioral process characteristics,positive reinforcement,physiological fatigue,gaming dependence,and interpersonal alienation have significant positive effects on emotional regulation self-efficacy.
作者 张予思 汪颖霞 ZHANG Yusi;WANG Yingxia(School of Nursing and Health Management,Shanghai University of Medicine&Health Sciences,Shanghai 201318,China;Institute of Psychiatry,Psychology and Neuroscience,King's College London)
出处 《中国健康心理学杂志》 2025年第9期1307-1317,共11页 China Journal of Health Psychology
基金 上海市教育委员会资助 上海高校青年教师培养资助计划一般项目(编号:ZZJKYXY21007)。
关键词 网络游戏行为 网络游戏客观行为指标 网络游戏行为过程特征 情绪调节自我效能感 青少年 Online gaming behaviour Objective behavioural indicators of online gaming Behavioural process characteristics of online gaming Emotional regulation self-efficacy Adolescents
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