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网络游戏对贵州省中学生自杀态度的影响 被引量:1

Research on the influence of online game on suicide attitude of middle school students in Guizhou Province
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摘要 目的了解网络游戏对中学生自杀态度的影响,以期为自杀危机干预提供参考。方法采用多阶段分层整群随机抽样的方法,在贵州省抽取贵阳、凯里和毕节共5 109名中学生,运用自行设计的问卷及自杀态度问卷(QSA)进行调查,应用PSM匹配出玩网络游戏中学生与不玩网络游戏的中学生各1 680名。结果倾向得分匹配前,协变量性别、民族、年龄、年级、有无宗教信仰、身心健康和父亲文化程度在是否玩网络游戏中学生间分布差异均有统计学意义(P值均<0.05);倾向得分匹配后,所有协变量在是否玩网络游戏中学生间分布差异均无统计学意义(P值均>0.05)。倾向得分匹配前,玩网络游戏与不玩网络游戏的中学生在自杀行为、自杀者家属和安乐死上的态度得分差异均有统计学意义(t值分别为-6.394,-4.658,-5.449,P值均<0.01)。倾向得分匹配后,玩网络游戏与不玩网络游戏的中学生在自杀行为、自杀者家属和安乐死上的态度得分差异均有统计学意义(t值分别为-2.635,2.679,-3.718,P值均<0.05)。结论玩网络游戏是中学生自杀态度的影响因素,预防中学生自杀行为发生,应关注玩网络游戏中学生的健康教育。 Objective To compare the differences of middle school students' suicidal attitudes of whether they play online games or not by Propensity Score Matching( PSM),with a view to provide reference for suicide crisis intervention. Methods A total of 5 109 middle school students in Guizhou Guiyang,Kaili and Bijie were selected by using the multi-stage stratified cluster random sampling method. Self-designed questionnaire and Suicide Attitude Questionnaire( QSA) were used to investigate,and the data were matched by the propensity score matching method. A total of 1 680 students who played online games and 1 680 middle school students who did not play online games. Results Before propensity score matching,there were statistical significance of covariates gender,nationality,age,grade,whether they believed in religion or not,health and education level of father in distribution difference of playing online games and not among students( P〈0.05); after propensity score matching,all covariates were not statistically significant in playing online games and not playing online games among students in distribution( P〉0.05). Before propensity score matching,the differences of attitude scores were statistical significant in Dutch act behavior,Dutch act families and euthanasia among middle school students who played online games and not played online games( t =-6.394,-4.658,-5.449,P〈0.01). After propensity score matching,the differences of attitude scores were statistical significant in Dutch act behavior( t =-2. 635,P = 0. 008),Dutch act families( t = 2. 679,P = 0. 007) and euthanasia( t =-3. 718,P〈0. 01) among middle school students who played online games and not played online games( t =-2. 635,2. 679,-3. 718,P〈0. 05). Conclusion Playing online games is the influencing factor of suicidal attitudes of middle school students. Therefore,the health education of middle school students who play online games should be paid more attention to prevent suicidal behavior of middle school students.
出处 《中国学校卫生》 CAS 北大核心 2018年第2期226-228,共3页 Chinese Journal of School Health
关键词 电子游戏 自杀 精神卫生 学生 Video games Suicide Mental health Students
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