摘要
目的:探讨中学生游戏暴力接触量的相关因素。方法:方便选取湖北省某高中一年级学生调查对象,获有效样本887份,用游戏习惯使用问卷(包括暴力程度、游戏频度、游戏有趣性)、环境因素问卷(包括家庭暴力、同伴暴力、影视暴力和生活挫折)和心理因素问卷(包括竞争性和自尊)进行施测,分析这些变量之间的关系。结果:家庭暴力、同伴暴力和生活挫折分别进入"是否接触游戏"和"接触量"的回归方程,但自尊只进入前者,影视暴力只进入后者;父亲受教育程度(β=-0.37)、影视暴力(β=-0.30)及自尊(β=-0.18)可以负向预测游戏暴力接触量,家庭暴力(β=0.15)正向预测游戏暴力接触量;游戏暴力与游戏频率呈正相关(r=0.29)。结论:个体是否接触游戏暴力以及接触量与人口学变量、心理因素和环境因素有关,父亲受教育程度高、高影视暴力、高自尊、家庭暴力低的个体,游戏暴力接触量增加得越少;游戏暴力本身可能会促进玩家的游戏暴力接触量。
Objective: To analyses the related factors of video game violence exposure in middle school students. Methods: In this cross-sectional study, one middle school in Hubei province was selected by convenience sampling. Totally 1562 high school students aged 14 - 18 years were assessed with the scales such as the Habits in Video Game Questionnaire (including whether exposure to violent games, exposed quantity and gaming frequen- cy), Circumstance Questionnaire(including domestic violence, peer violence, video violence and frustration of life), and Mentality Questionnaire (competition and self-esteem). Results: The results showed that domestic violence, peer violence, frustration of life dropped into the regression equation of "whether exposure to violent games" and " exposed quantity", while self-esteem fell into the former and television violence into the later. Father's educational level (β = -0. 37), television violence ( β = -0. 30), and self-esteem ( β = -0. 18) could decrease the exposed quantity. Domestic violence ( β = 0. 15) could increase the quantity. Gaming frequency had significant positive correlation with the degree of games'violence ( r = 0. 29). Conclusion: The demographic variables, psychological factors and environmental factors could influence the "whether exposure to violent games" and "exposed quantity". Highly educated father, high TV violence, high self-esteem and low domestic violence may induce less increase ( or more decrease) in game violence exposure. Game violence itself may increase the exposed quantity.
出处
《中国心理卫生杂志》
CSSCI
CSCD
北大核心
2011年第5期374-379,共6页
Chinese Mental Health Journal
关键词
游戏暴力
攻击性
中学生
横断面调查
game violence
aggression
high school student
cross-sectional studies