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Longitudinal Structural Equation Modeling of Internet Game and Aggression in Children
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作者 Joohyun Lee Kyung Sook Choi 《Open Journal of Nursing》 2015年第5期426-436,共11页
This study aimed to identify the effects of Internet game on levels of aggression in children in the context of individual, familial, and social environments. The subjects were 2844 fourth graders participated in the ... This study aimed to identify the effects of Internet game on levels of aggression in children in the context of individual, familial, and social environments. The subjects were 2844 fourth graders participated in the Korean Youth Panel Survey between 2004 and 2008. Internet game use, the levels of aggression, self-esteem, self-control, stress, depression, attachment to parents, parental control, attachment to teachers, and attachment to peers were measured by 5-point Likert scales. The result showed that gender was the most effective factor influencing the initial level of, the rate of changes, an increase or decrease in the rate of changes in Internet game use and levels of aggression. Boys showed higher levels of Internet game use and aggression than girls. Children with higher self-esteem, self-control and lower stress and depression showed lower levels of Internet game use and aggression. The levels of Internet game use at fourth grade was positively correlated with later increase in the levels of aggression. Also, the faster increase in Internet game use caused faster increase in the levels of aggression later. Based on the results, preventive measures such as limiting the opportunities to access Internet games might be worth to decrease the aggressive behaviors among children. 展开更多
关键词 internet game AGGRESSION CHILDREN
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Excessive participation in on-line internet action games by two American teenagers: Case report, description of extent of overuse, and adverse consequences
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作者 Richard H. Schwartz 《Open Journal of Pediatrics》 2013年第3期201-203,共3页
In the past 15 years, there have been more than 40 articles in the medical literature about excessive participation in on-line internet action games by adolescents and young adults. The following case reports provide ... In the past 15 years, there have been more than 40 articles in the medical literature about excessive participation in on-line internet action games by adolescents and young adults. The following case reports provide detailed information on two boys, ages 16 and 20 years respectively, who are compulsive and enthusiastic internet gamers, to the exclusion of family communication, school activities, academic performance, participation in sports and dating. They have not mastered any of the usual goals of adolescent development. 展开更多
关键词 internet game ADDICTION EXCESSIVE internet Gaming
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Impact of video game addiction on social interaction:An observational review examining loneliness,social anxiety,and social activity
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作者 Haewon Byeon 《World Journal of Psychiatry》 2025年第12期436-446,共11页
BACKGROUND Excessive video game use,recognized as internet gaming disorder in Diagnostic and Statistical Manual of Mental Disorders,Fifth Edition and Gaming Disorder in International Classification of Diseases,11th Re... BACKGROUND Excessive video game use,recognized as internet gaming disorder in Diagnostic and Statistical Manual of Mental Disorders,Fifth Edition and Gaming Disorder in International Classification of Diseases,11th Revision,has raised concerns regarding its effects on individuals’social well-being.AIM To analyze the association between internet gaming disorder and social interaction across Western and Asian populations.METHODS The review examined 14 observational studies published between 2000 and 2025.It assessed the frequency and quality of face-to-face interactions,the shift towards online socialization,and the methodological quality of the included studies.RESULTS The findings generally indicate that gaming addiction is associated with a decrease in the frequency of offline social interaction.Addicted gamers reported spending less time with family and friends and experiencing increased isolation.Furthermore,the quality of social relationships appeared poorer,with addicted gamers reporting higher levels of loneliness,lower social support,and decreased relationship satisfaction.While online social interactions increased,they did not fully compensate for the loss of real-world connections.CONCLUSION This review highlights the potential of gaming addiction to negatively impact overall social lives,emphasizing the necessity for interventions focused on promoting real-world social engagement. 展开更多
关键词 Video game addiction internet gaming disorder Social interaction LONELINESS Social anxiety Social activity
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Effectiveness of non-invasive interventions for internet gaming disorder:A meta-analysis of randomized controlled trials
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作者 Haewon Byeon 《World Journal of Psychiatry》 2025年第11期392-404,共13页
BACKGROUND Internet gaming disorder(IGD)is a growing concern among adolescents and adults,necessitating effective treatment strategies beyond pharmacological interventions.AIM To evaluated the effectiveness of non-inv... BACKGROUND Internet gaming disorder(IGD)is a growing concern among adolescents and adults,necessitating effective treatment strategies beyond pharmacological interventions.AIM To evaluated the effectiveness of non-invasive interventions for treating IGD among adolescents and adults.METHODS A total of 11 randomized controlled trials published between 2020 and 2025 were included in this meta-analysis,encompassing 1208 participants from diverse geographic and cultural contexts.The interventions examined included cognitive behavioral therapy(CBT),internet-based CBT,neurofeedback,virtual reality therapy,abstinence-based programs,and school-based prevention.The primary outcomes assessed were reductions in gaming time and IGD severity.Secondary outcomes included improvements in mood,anxiety,and psychosocial functioning(e.g.,stronger peer relationships,better academic or work performance,and healthier daily-life role fulfillment).RESULTS The pooled standardized mean difference for IGD symptom reduction significantly favored non-invasive interventions(Hedges’g=0.56,95%CI:0.38-0.74,P<0.001),with moderate heterogeneity observed(I2=47%).Subgroup analyses indicated that CBT-based programs,both in-person and online,yielded the strongest effects,particularly when caregiver involvement or self-monitoring was incorporated.Funnel plot asymmetry was minimal,suggesting a low risk of publication bias.CONCLUSION These findings support the efficacy of scalable,low-risk non-invasive interventions as first-line treatment options for IGD,particularly in youth populations.Future studies should prioritize investigating long-term outcomes,comparing the effectiveness of different non-invasive modalities,and developing culturally adaptive delivery methods. 展开更多
关键词 internet gaming disorder Cognitive behavioral therapy Virtual reality Non-invasive intervention META-ANALYSIS Digital addiction
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Research of Internet Trust Based on the Game Theory
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作者 Xu Qionglai Tang Shoulian 《China Communications》 SCIE CSCD 2008年第1期54-57,共4页
This paper analyses adverse selection by signalingmodel and imcomplete information static game modelafter the review of Internet trust. The results showthat establishing credit grades system, decreasingcost difference... This paper analyses adverse selection by signalingmodel and imcomplete information static game modelafter the review of Internet trust. The results showthat establishing credit grades system, decreasingcost differences of Internet goods, increasing Internetmerchants participating in marking a price, reducingmerchants’ cost, concentrating purchase can improveInternet trust. The theoretical bias is provided for theresearch of trust in Internet. 展开更多
关键词 internet TRUST ADVERSE selection SIGNALING imcomplete information STATIC game
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基于博弈理论的Internet QoS评估的研究
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作者 杨震 梁静 +1 位作者 崔丙锋 丁炜 《电子与信息学报》 EI CSCD 北大核心 2006年第2期290-294,共5页
Internet Qos(服务质量)评估是多学科领域的研究问题,本文从博弈理论的视角,基于多项罗吉特(MNL) 模型提出了综合考虑服务质量指标和价格因素的Internet QoS评估机制。采用MNL建模用户的选择行为,同时将各个业务类表示为相对独立的竞争... Internet Qos(服务质量)评估是多学科领域的研究问题,本文从博弈理论的视角,基于多项罗吉特(MNL) 模型提出了综合考虑服务质量指标和价格因素的Internet QoS评估机制。采用MNL建模用户的选择行为,同时将各个业务类表示为相对独立的竞争实体,每个业务类最大化自己的效用。通过基于非协作博弈理论的分析,论证了各个业务类的QoS指标和价格之间存在均衡,并通过数值分析进行了验证。 展开更多
关键词 internet QoS评估 非协作博弈 多项罗吉特模型(MNL) NASH均衡
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The Ascendant Situation of Online Games Industry
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作者 刘 颖 《科技视界》 2013年第5期116-116,共1页
This paper uses literature and data, introduces the ascendant situation of online games industry in brief, outlines the construction status of China's online games industry, comes out with the institutional "... This paper uses literature and data, introduces the ascendant situation of online games industry in brief, outlines the construction status of China's online games industry, comes out with the institutional "separatism" status, analyzes the role of sports field in the institutional "separatism", induces some necessary reflection, and looks to "e-sport" prospects in sports field. 展开更多
关键词 英语教学 教学方法 阅读教学 课外阅读
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Chinese Online Game Industry in Institutional “Separatism”
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作者 刘颖 《科技信息》 2013年第11期247-247,共1页
Through this status quo analysis of China's online game industry,it is not difficult to see that sports in the whole chain of online game industry are not at the core.So,what will sport in this "separatist wa... Through this status quo analysis of China's online game industry,it is not difficult to see that sports in the whole chain of online game industry are not at the core.So,what will sport in this "separatist war" play,or how much of its share of space. 展开更多
关键词 中国 网络游戏 游戏产业 发展现状
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Internet addiction and problematic Internet use: A systematic review of clinical research 被引量:19
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作者 Daria J Kuss Olatz Lopez-Fernandez 《World Journal of Psychiatry》 SCIE 2016年第1期143-176,共34页
AIM: To provide a comprehensive overview of clinical studies on the clinical picture of Internet-use related addictions from a holistic perspective. A literature search was conducted using the database Web of Science.... AIM: To provide a comprehensive overview of clinical studies on the clinical picture of Internet-use related addictions from a holistic perspective. A literature search was conducted using the database Web of Science.METHODS: Over the last 15 years, the number of Internet users has increased by 1000%, and at the same time, research on addictive Internet use has proliferated. Internet addiction has not yet been understood very well, and research on its etiology and natural history is still in its infancy. In 2013, the American Psychiatric Association included Internet Gaming Disorder in the appendix of the updated version of the Diagnostic and Statistical Manual for Mental Disorders(DSM-5) as condition that requires further research prior to official inclusion in the main manual, with important repercussions for research and treatment. To date, reviews have focused on clinical and treatment studies of Internet addiction and Internet Gaming Disorder. This arguably limits the analysis to a specific diagnosis of a potential disorder that has not yet been officially recognised in the Western world, rather than a comprehensive and inclusive investigation of Internet-use related addictions(including problematic Internet use) more generally. RESULTS: The systematic literature review identified a total of 46 relevant studies. The included studies used clinical samples, and focused on characteristics of treatment seekers and online addiction treatment. Four main types of clinical research studies were identified, namely research involving(1) treatment seeker characteristics;(2) psychopharmacotherapy;(3) psychological therapy; and(4) combined treatment. CONCLUSION: A consensus regarding diagnostic criteria and measures is needed to improve reliability across studies and to develop effective and efficient treatment approaches for treatment seekers. 展开更多
关键词 internet ADDICTION PROBLEMATIC internet use Gaming ADDICTION internet Gaming DISORDER Clinical studies TREATMENT seekers TREATMENT Therapy
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Functional magnetic resonance imaging of internet addiction in young adults 被引量:4
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作者 Gianna Sepede Margherita Tavino +3 位作者 Rita Santacroce Federica Fiori Rosa Maria Salerno Massimo Di Giannantonio 《World Journal of Radiology》 CAS 2016年第2期210-225,共16页
AIM: To report the results of functional magnetic resonance imaging(f MRI) studies pertaining internet addiction disorder(IAD) in young adults.METHODS: We conducted a systematic review on Pub Med, focusing our attenti... AIM: To report the results of functional magnetic resonance imaging(f MRI) studies pertaining internet addiction disorder(IAD) in young adults.METHODS: We conducted a systematic review on Pub Med, focusing our attention on f MRI studies involving adult IAD patients, free from any comorbid psychiatric condition. The following search words were used, both alone and in combination: f MRI, internet addiction, internet dependence, functional neuroimaging. The search was conducted on April 20^(th), 2015 and yielded 58 records. Inclusion criteria were the following: Articles written in English, patients' age ≥ 18 years, patients affected by IAD, studies providing f MRI results during resting state or cognitive/emotional paradigms. Structural MRI studies, functional imaging techniques other than f MRI, studies involving adolescents, patients with comorbid psychiatric, neurological or medical conditions were excluded. By reading titles and abstracts, we excluded 30 records. By reading the full texts of the 28 remaining articles, we identified 18 papers meeting our inclusion criteria and therefore included in the qualitative synthesis.RESULTS: We found 18 studies fulfilling our inclusion criteria, 17 of them conducted in Asia, and including a total number of 666 tested subjects. The included studies reported data acquired during resting state or different paradigms, such as cue-reactivity, guessing or cognitive control tasks. The enrolled patients were usually males(95.4%) and very young(21-25 years). The most represented IAD subtype, reported in more than 85% of patients, was the internet gaming disorder, or videogame addiction. In the resting state studies, the more relevant abnormalities were localized in the superior temporal gyrus, limbic, medial frontal and parietal regions. When analyzing the task related fmri studies, we found that less than half of the papers reported behavioral differences between patients and normal controls, but all of them found significant differences in cortical and subcortical brain regions involved in cognitive control and reward processing: Orbitofrontal cortex, insula, anterior and posterior cingulate cortex, temporal and parietal regions, brain stem and caudate nucleus.CONCLUSION: IAD may seriously affect young adults' brain functions. It needs to be studied more in depth to provide a clear diagnosis and an adequate treatment. 展开更多
关键词 internet ADDICTION PATHOLOGIC internet use FUNCTIONAL magnetic resonance imaging internet gaming disorder FUNCTIONAL NEUROIMAGING
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Parental Psychological Control and Internet Gaming Disorder Tendency:A Moderated Mediation Model of Core Self-Evaluation and Intentional Self-Regulation 被引量:1
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作者 Zhiqiao Ji Shuhua Wei Hejuan Ding 《International Journal of Mental Health Promotion》 2024年第7期547-558,共12页
Internet gaming disorder(IGD)among junior high school students is an increasingly prominent mental health concern.It is important to look for influences behind internet gaming disorder tendency(IGDT)in the junior high... Internet gaming disorder(IGD)among junior high school students is an increasingly prominent mental health concern.It is important to look for influences behind internet gaming disorder tendency(IGDT)in the junior high school student population.The present study aimed to reveal the explanatory mechanisms underlying the association between parental psychological control(PPC)and internet gaming disorder tendency among junior high school students by testing the mediating role of core self-evaluation(CSE)and the moderating role of intentional self-regulation(ISR).Participants in present study were 735 Chinese junior high school students who completed offline self-report questionnaires on parental psychological control,core self-evaluation,intentional self-regulation,and Internet gaming disorder tendency.Analyses were conducted via mediation and moderated mediation.The results showed that:(1)Parental psychological control was positively related to junior high school students’Internet gaming disorder tendency.Core self-evaluation,and intentional self-regulation were negatively related to junior high school students’Internet gaming disorder tendency,respectively.(2)Core self-evaluation partially mediated the relationship between parental psychological control and junior high school students’Internet gaming disorder tendency.(3)Intentional self-regulation moderated the association between parental psychological control and Internet gaming disorder tendency,as well as the relationships between parental psychological control and core self-evaluation and core self-evaluation and Internet gaming disorder tendency in the mediated model.Based on these findings,we believe that there is a need to weaken parental psychological control,strengthen junior high school students’core self-evaluation and intentional self-regulation,and to recognize the important role of parents as well as their children’s personal positive traits in the healthy development of junior high school students. 展开更多
关键词 internet gaming disorder tendency parental psychological control core self-evaluation intentional self-regulation moderated mediation model junior high school students
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Decreased frontal lobe function in people with Internet addiction disorder
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作者 Jun Liu Fatema Esmail +7 位作者 Lingjiang Li Zhifeng Kou Weihui Li Xueping Gao Zhiyuan Wang Changlian Tan Yan Zhang Shunke Zhou 《Neural Regeneration Research》 SCIE CAS CSCD 2013年第34期3225-3232,共8页
In our previous studies, we showed that frontal lobe and brainstem functions were abnormal in online game addicts. In this study, 14 students with Internet addiction disorder and 14 matched healthy controls underwent ... In our previous studies, we showed that frontal lobe and brainstem functions were abnormal in online game addicts. In this study, 14 students with Internet addiction disorder and 14 matched healthy controls underwent proton-magnetic resonance spectroscopy to measure cerebral function. Results demonstrated that the ratio of N-acetylaspartate to creatine decreased, but the ratio of cho- line-containing compounds to creatine increased in the bilateral frontal lobe white matter in people with Internet addiction disorder. However, these ratios were mostly unaltered in the brainstem, suggesting that frontal lobe function decreases in people with Internet addiction disorder. 展开更多
关键词 neural regeneration internet addiction disorder internet gaming addiction magnetic resonanceimaging magnetic resonance spectroscopy N-ACETYLASPARTATE choline-containing compounds CREATINE grants-supported paper NEUROREGENERATION
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A Scientometric Analysis and Critical Review of Internet Gaming Disorder Behaviours
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作者 Shirley Qi-Yu Sun Anson Chiu-Yan Tang +2 位作者 Qing Wang Loretta Yuet-Foon Chung Regina Lai-Tong Lee 《International Journal of Mental Health Promotion》 2022年第6期795-810,共16页
There are increasing concerns about internet gaming disorder (IGD). No review of existing studies has systematicallyanalyzed and visualized the trends of IGD and those early identification of symptoms related to IGD b... There are increasing concerns about internet gaming disorder (IGD). No review of existing studies has systematicallyanalyzed and visualized the trends of IGD and those early identification of symptoms related to IGD behaviors.This critical review focuses on the emerging trends for early identification of symptoms related to IGDbehaviors in papers published in Web of Science Core Collection from 2009 to 2021 by scientometric analysisand critical review. Scientometric data analysis technique includes co-occurrence analysis, cluster analysis andburst analysis of authors, countries, keywords and co-citation to visualize those contributing and associated factorsto develop IGD behaviors and their relationships to mental-emotional symptoms. About 81.8% of the paperswere published in the following countries: United States, United Kingdom, Australia, China and South Korea. Thetop co-occurrence keywords were ‘children’, ‘depression’, ‘anxiety’ and ‘attention deficit hyperactivity disorder(ADHD)’, ‘scale’, identifying the population, characteristics and commonly used assessment tools that are susceptibleto certain symptoms relating to IGD of which influencing factors facilitate the understanding of the associationof sociodemographic characteristics. The main emerging topics were identified in this critical review afterconducted the scientometric analysis. The results identified five topics: game impulse, motivation, evaluationscale, mediating effects and diagnostic criteria. This study provides an overview of the research trends on theidentity and development of the IGD field of study. 展开更多
关键词 internet gaming disorder bibliometric analysis CiteSpace SCIENTOMETRICS TRENDS
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Internet Gaming Disorder and Mental Health of Children in China:A Latent Profile Analysis
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作者 Md Zahir Ahmed Oli Ahmed +2 位作者 Lingfeng Gao Mary C.Jobe Weijian Li 《International Journal of Mental Health Promotion》 2024年第7期517-529,共13页
In recent years,speculation of an increase in Internet Gaming Disorder(IGD)has surfaced with the growing popularity of internet gaming among Chinese children and adolescents.The detrimental impact of IGD on mental hea... In recent years,speculation of an increase in Internet Gaming Disorder(IGD)has surfaced with the growing popularity of internet gaming among Chinese children and adolescents.The detrimental impact of IGD on mental health cannot be denied,even though only a small portion of the screen-dependent population exhibits psychopathological and behavioral symptoms.The present study aimed to explore a latent profile analysis(LPA)of Internet Gaming Disorder on the mental health of Chinese school students.The data were collected from a sample of 1005 Chinese school students(49.8%male;age M=13.32,SD=1.34 years)using a paper-pencil survey through convenience sampling.LPA explored three latent profiles of internet gamers:regular gamers(62.4%),moderate gamers(28.1%),and probable disordered gamers(9.4%).Results showed that the probable disordered gamers had significantly higher levels of depression,anxiety,emotional and conduct problems,hyperactivity,and peer problem symptoms as well as lower life satisfaction,and pro-social symptoms compared to regular and moderate gamers(p<0.05).This study would be helpful to mental health professionals in designing interventions for gamers who present IGD symptoms.Future longitudinal studies should also be undertaken to assess whether mental health worsens for probable disordered gamers. 展开更多
关键词 internet gaming disorder latent profile analysis mental health children and adolescents China
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A Model Predictive Control Based Distributed Coordination of Multi-microgrids in Energy Internet
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作者 Yan Zhang Tao Zhang +2 位作者 Rui Wang Yajie Liu Bo Guo 《自动化学报》 EI CSCD 北大核心 2017年第8期1443-1456,共14页
关键词 分布式调度 预测控制 基于模型 互联网 电网 能源 并行优化算法 微型燃气轮机
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The Analysis of Edge Entrance Pattern of Internet Services and Its Influences
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作者 Hu Zhibing Tang Shoulian 《China Communications》 SCIE CSCD 2008年第2期68-76,共9页
New concept of'edge entrance'is put forward anda new analyzing framework of'edge entrance pattern'is established from the perspective of economicsthrough studying the technologic nature of Internetsyst... New concept of'edge entrance'is put forward anda new analyzing framework of'edge entrance pattern'is established from the perspective of economicsthrough studying the technologic nature of Internetsystem.Based on this framework and under differentmarket structures,sequential game models are builtand Internet services are taken as the typical objectsto analyze the phenomenon of edge entrance.Theinfluences of edge entrance of Internet services aresummarized finally and the conclusions show thatInternet services can integrate from edge intomainstream,apart from the driving forces from technologyand market demands,'edge'attribute is alsoone of the main reasons. 展开更多
关键词 internet EDGE ENTRANCE EDGE PATTERN game Model
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Current Status and Trend of Internet and E-Commerce Market in Korea
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作者 LEE Hongjoo KIM Jongwoo PARK Sungjoo 《Journal of Electronic Science and Technology of China》 2004年第3期188-193,共6页
After the remarkable increase of Internet users and broadband Internet subscribers at the end of the 20th century, the size of Korean Internet and e-commerce market steadily increased but the growth rate has been eith... After the remarkable increase of Internet users and broadband Internet subscribers at the end of the 20th century, the size of Korean Internet and e-commerce market steadily increased but the growth rate has been either stagnant or decreased. Trends of Korean Internet and e-commerce market are summarized in this paper the trends on Internet usage are introduced. Trends of online games, blogs and wireless Internet are introduced. The trends of Korean Internet market may have implications for China and Japan. 展开更多
关键词 internet e-commerce market wireless internet online game
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组织激肽释放酶治疗急性缺血性卒中的研究进展
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作者 张健 曾进胜 《中国神经精神疾病杂志》 北大核心 2025年第2期115-120,共6页
急性缺血性卒中(acute ischemic stroke,AIS)是神经科常见疾病,尽管目前诊断和治疗技术有所进步,但仍面临诸多挑战。组织激肽释放酶(tissue kallikrein,TK)作为心脑血管保护因子,参与AIS的全过程,具有重要的临床价值。本文探讨了TK在AI... 急性缺血性卒中(acute ischemic stroke,AIS)是神经科常见疾病,尽管目前诊断和治疗技术有所进步,但仍面临诸多挑战。组织激肽释放酶(tissue kallikrein,TK)作为心脑血管保护因子,参与AIS的全过程,具有重要的临床价值。本文探讨了TK在AIS中的作用机制,包括靶向改善缺血区侧支循环、保护神经血管耦联、减轻神经损伤及参与远隔缺血适应等。此外,TK水平与AIS发病及复发风险呈负相关,可作为生物标志物。TK治疗还可改善AIS患者的神经功能,降低其复发率,并可联合血管再通治疗共同改善预后。在AIS合并多器官疾病的情况下,TK也表现出良好的疗效。本文总结TK在AIS诊断、治疗及预防中的重要作用,为未来研究和临床应用提供了新的思路。 展开更多
关键词 急性缺血性卒中 组织激肽释放酶 人尿激肽原酶 缺血半暗带 生物标志物 神经功能改善 心脑血管保护
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冬奥会赛事举办对冰雪旅游目的地发展的影响 被引量:2
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作者 徐维祥 郭加新 周建平 《地理研究》 北大核心 2025年第5期1418-1438,共21页
赛事旅游是现代旅游业体系建设的关键内容。为分析冬奥赛事承办对冰雪旅游目的地流量和质量的影响,本文基于北京冬奥会申报成功这一外生冲击事件,以2011—2021年北方六省市中冰雪旅游精品线路及周边的54个城市作为研究对象,然后利用双... 赛事旅游是现代旅游业体系建设的关键内容。为分析冬奥赛事承办对冰雪旅游目的地流量和质量的影响,本文基于北京冬奥会申报成功这一外生冲击事件,以2011—2021年北方六省市中冰雪旅游精品线路及周边的54个城市作为研究对象,然后利用双重机器学习模型,探究冬奥赛事举办对冰雪旅游目的地发展的影响效应。结果显示:①冬奥会赛事举办能够显著提升冰雪旅游目的地的“流量”与“质量”水平,同时,该结论通过了样本缩尾处理、调整固定效应以及更改机器学习方法等稳健性检验。②冬奥赛事举办主要通过提升冰雪旅游产品类型和旅游发展活力来提升旅游目的地城市的发展质量。冰雪旅游网络关注度的提升能够显著带动旅游发展质量,以“流量”带动“质量”跃迁提升是未来冰雪旅游可持续发展的重要途径。③异质性检验结果发现,冬奥赛事举办对数字化水平、市场化水平较高的冰雪旅游城市的旅游发展质量的作用效果更强。本文为提高冰雪旅游目的地的流量与质量、探究冰雪旅游城市发展模式、推进冰雪旅游高质量发展提供了有益参考。 展开更多
关键词 冬奥会 网络关注度 旅游质量 双重机器学习 冰雪旅游目的地
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网络、手机及游戏问题性使用或成瘾与非自杀性自伤的关联性:一项荟萃分析 被引量:3
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作者 贺琛 鄢浩浩 +2 位作者 杨震震 李华兵 朱富娟 《中国临床心理学杂志》 北大核心 2025年第2期223-233,共11页
目的:本研究旨在通过荟萃分析探讨网络/手机/游戏问题性使用或成瘾与非自杀性自伤(non-suicidal selfinjury,NSSI)之间的关联,为未来的预防和干预策略提供科学依据。方法:根据研究目的,制定检索策略并注册研究方案后,系统性检索了6个数... 目的:本研究旨在通过荟萃分析探讨网络/手机/游戏问题性使用或成瘾与非自杀性自伤(non-suicidal selfinjury,NSSI)之间的关联,为未来的预防和干预策略提供科学依据。方法:根据研究目的,制定检索策略并注册研究方案后,系统性检索了6个数据库(Web of Science、PubMed、Embase、中国知网、万方和重庆维普)中直到2024年6月23日的记录。对纳入研究进行质量评估,然后进行问题性使用或成瘾与NSSI关联的比值比(odds ratio,OR)的合并。此外,进行了敏感性分析和亚组分析。结果:24篇文章被纳入,涉及研究对象266816人。总体上,网络/手机/游戏问题性使用或成瘾者有更高的NSSI风险(OR=2.47,95%置信区间=2.22~2.76)。控制人口学信息、心理健康和家庭经济状况等混杂因素后,合并的调整后比值比(OR=1.71,95%置信区间=1.58~1.84)验证了这些结论。此外,不论是网络还是手机问题性使用/成瘾都有更高的NSSI风险;不论是大学生还是小学/初中/高中生的网络/手机/游戏问题性使用或成瘾都有更高的NSSI风险。另外,在中国人群中的发现与全球范围内的发现一致。结论:网络/手机/游戏问题性使用或成瘾与NSSI显著相关。应从此关联出发,制定相应的行为预防和干预措施。 展开更多
关键词 网络 手机 游戏 非自杀性自伤 问题性使用 成瘾
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