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暴力网络游戏成瘾初中生攻击行为的特征研究 被引量:1

Attack behavior of junior middle school students of violent online games addictive disorder
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摘要 目的探讨游戏成瘾初中生攻击行为特点。方法2008年8—12月随机整群抽取大连市4区8所初中6000名学生为调查对象,采用自制网络游戏调查表和陈氏网络成瘾量表(CIAS)筛查出149名(2.5%)网络游戏成瘾初中生为研究对象,其中暴力游戏成瘾者71名,娱乐游戏成瘾者66名。匹配两组性别与年龄,最终两组入组学生都是66名,男性55名,女性11名,平均年龄(14.36±0.81)岁;非网络游戏成瘾组,按着性别和年龄匹配原则,随机抽出66名初中生。3组初中生都接受了攻击量表(AQ)评估。统计分析采用SPSS12.0版本软件包,对于3组游戏成瘾的攻击行为进行单因素方差分析(ANOVA)。结果在生理攻击[(21.59±4.36)分,(18.10±6.10)分,(14.92±5.61)分]、言语攻击[(21.04±3.98)分,(18.36±6.26)分,(15.66±5.23)分]、愤怒情绪[(21.37±4.43)分,(18.72±5.90)分,(16.56±5.70)分]、敌意认知[(21.69±5.77)分,(20.06±7.74)分,(16.39±6.85)分]和总分上[(85.56±13.71)分,(75.28±22.36)分,(63.54±20.32)分]上三组间差异显著(F14=25.07,17.35,3.25,10.40,21.81;P〈0.01);暴力网络游戏成瘾与娱乐网络游戏成瘾组间,在生理攻击、言语攻击、愤怒情绪和总分上差异显著(t1-4=3.48,2.68,2.65,10.27,P〈0.01)。在4个因子和总分上,暴力网络游戏成瘾组明显高于非游戏组(t1-5=6.66,5.37,4.48,5.30,22.01,P〈0.01),娱乐网络游戏成瘾组明显高于非游戏组(t1-5=3.18,2.69,2.16,3.66,11.74,P〈0.01)。结论暴力网络游戏成瘾初中生攻击行为增加,娱乐网络游戏虽然也增加初中生攻击行为,但程度较轻。 Objective To discuss some characteristics of aggressive behavior of junior middle school students addicted to violence online game. Methods From Aug. to Dec. at 2009,6000 volunteers have been investigated with the self-made violence online game survey scale and the Chen's internet addict scale (CIAS). They were from 8 junior middle schools in Dalian city. 149 (2.5%) students who were screen out by CIAS,and in which 71 violence game addicts, and 66 entertainment game addicts. They were divided into two groups matched as age and sex (male 55 and female 11 in every group) ,average age was 14.36 ±0.81 years old. 66 no-play game students served as control group. The mean value and standard deviation of aggressive behaviors in each group were compared with one way ANOVA with SPSS12.0 version. Results There were significant different inter groups in the behavioral scores expressed in physiological attack ( (21.59 ± 4.36), ( 18.10 ± 6.10, ( 14.92 ± 5.61 ) ), spoken language attack ( ( 21.04 ± 3.98 ), ( 18.36 ± 6.26), ( 15.66 ± 5.23 ) ), angry mood ( (21.37 ± 4.43 ), ( 18.72 ± 5.90 ), ( 16.56 ± 5.70 ) ), hostility cognition ( ( 21.69 ± 5.77 ), ( 20.06 ± 7.74 ), ( 16.39 ± 6.85 ) ) and the total score( (85.56 ± 13.71 ), (75.28 ± 22.36), (63.54 ± 20.32) ) (F1-4 = 25.07,17.35,3.25,10.40,21.81 ) ; Most seventy attack behaviors were observed in the violence online game addictive group, but less done in other two groups( t 1-4 =3.48,2.68,2.65,10.27, P〈0.01; t1-5 =6.66,5.37,4.48,5.30,22.01, P〈0.01) ;and secondary was found in Entertainment online game addicts( t 1-5 = 3. 18 ,2.69,2. 16,3.66,11.74, P 〈 0.01 ). Conclusion Higher attack behavior scores are found in the violence online game in junior middle students, and entertainment online game also induce attack behavior, but is not so notable.
出处 《中华行为医学与脑科学杂志》 CAS CSCD 北大核心 2011年第7期651-653,共3页 Chinese Journal of Behavioral Medicine and Brain Science
关键词 网络暴力游戏 初中生 攻击行为 Violence online game addiction Junior middle school students Aggressive behavior
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