二次元文化作为一种风靡于青少年中间的亚文化,涵括着动画、漫画、游戏和小说等数字新媒体内容。目前二次元文化从各个角度上对青少年生活产生影响。本研究探讨了青少年对二次元文化的接受和模仿程度对异常饮食行为频度的影响。从自我...二次元文化作为一种风靡于青少年中间的亚文化,涵括着动画、漫画、游戏和小说等数字新媒体内容。目前二次元文化从各个角度上对青少年生活产生影响。本研究探讨了青少年对二次元文化的接受和模仿程度对异常饮食行为频度的影响。从自我客体化理论出发,我们假设二次元中呈现的角色形象设计的极端身材诱导了青少年对自己身材的不满,从而导致了异常的饮食行为,例如进食障碍和过度筛选特定食物等。通过问卷定量调查研究,拟定假设关系思维导图,应用结构方程模型(SEM)来分析探索二次元文化和青少年异常饮食行为频度的关系,从而验证了青少年对二次元的接受和模仿程度与异常行为频度的正向关系。Anime culture, as a subculture popular among adolescents, encompasses digital new media content such as animation, comics, games, and novels. Currently, anime culture influences the lives of adolescents from various perspectives. This study explores the impact of adolescents’ acceptance and imitation of anime culture on the frequency of abnormal eating behaviors. Starting from the theory of self-objectification, we hypothesize that the extreme body shapes presented in character designs within anime culture induce dissatisfaction with their own bodies among adolescents, leading to abnormal eating behaviors, such as eating disorders and excessive selection of specific foods. Through quantitative survey research, a hypothetical relationship mind map was formulated, and Structural Equation Modeling (SEM) was applied to analyze and explore the relationship between anime culture and the frequency of abnormal eating behaviors among adolescents, thereby verifying the positive relationship between adolescents’ acceptance and imitation of anime culture and the frequency of abnormal behaviors.展开更多
数字新媒体视域下,“二次元文化”借助互联网技术流行于青少年群体中,对青少年的心理产生了诸如价值观扭曲、消费主义泛滥、理想信念缺失、自我物化严重,工具理性泛滥、沉溺二次元世界导致逃避现实等负面影响。后疫情时代,“二次元文化...数字新媒体视域下,“二次元文化”借助互联网技术流行于青少年群体中,对青少年的心理产生了诸如价值观扭曲、消费主义泛滥、理想信念缺失、自我物化严重,工具理性泛滥、沉溺二次元世界导致逃避现实等负面影响。后疫情时代,“二次元文化”在青少年群体中的热度不减反增,探析其可能原因,是由学习和就业压力导致的逃避心理、理想化心理、从众心理和自我认同的心理需要共同作用下形成的,并通过加强思想政治教育,特别是社会主义核心价值观对青少年的引领作用、培养青少年的批判性思维,使其具有辨别能力、加速中国传统文化的创新性转化,树立文化自信等对策建议,试图扭转“二次元”文化对青少年的心理危害,促进青少年思想心理健康。From the perspective of digital new media, “two-dimension culture” is popular among young people with the help of Internet technology, which has negative effects on their psychology such as distorted values, rampant consumerism, lack of ideals and beliefs, serious self-objectification, rampant instrumental rationality, and escapism caused by addiction to the two-dimension world. In the post-epidemic era, the popularity of “two dimensional culture” in the group of young people has not decreased, but increased. To explore the possible reasons, it is formed under the joint action of the psychological needs of escape, idealization, conformity and self-identification caused by the pressure of study and employment. In particular, the guiding role of socialist core values on young people, training young people’s critical thinking, making them have the ability to discriminate, accelerating the innovative transformation of traditional Chinese culture, building cultural self-confidence and other countermeasures and suggestions, trying to reverse the “two dimensional” culture to young people’s psychological harm, promote young people’s mental health.展开更多
文摘二次元文化作为一种风靡于青少年中间的亚文化,涵括着动画、漫画、游戏和小说等数字新媒体内容。目前二次元文化从各个角度上对青少年生活产生影响。本研究探讨了青少年对二次元文化的接受和模仿程度对异常饮食行为频度的影响。从自我客体化理论出发,我们假设二次元中呈现的角色形象设计的极端身材诱导了青少年对自己身材的不满,从而导致了异常的饮食行为,例如进食障碍和过度筛选特定食物等。通过问卷定量调查研究,拟定假设关系思维导图,应用结构方程模型(SEM)来分析探索二次元文化和青少年异常饮食行为频度的关系,从而验证了青少年对二次元的接受和模仿程度与异常行为频度的正向关系。Anime culture, as a subculture popular among adolescents, encompasses digital new media content such as animation, comics, games, and novels. Currently, anime culture influences the lives of adolescents from various perspectives. This study explores the impact of adolescents’ acceptance and imitation of anime culture on the frequency of abnormal eating behaviors. Starting from the theory of self-objectification, we hypothesize that the extreme body shapes presented in character designs within anime culture induce dissatisfaction with their own bodies among adolescents, leading to abnormal eating behaviors, such as eating disorders and excessive selection of specific foods. Through quantitative survey research, a hypothetical relationship mind map was formulated, and Structural Equation Modeling (SEM) was applied to analyze and explore the relationship between anime culture and the frequency of abnormal eating behaviors among adolescents, thereby verifying the positive relationship between adolescents’ acceptance and imitation of anime culture and the frequency of abnormal behaviors.
文摘数字新媒体视域下,“二次元文化”借助互联网技术流行于青少年群体中,对青少年的心理产生了诸如价值观扭曲、消费主义泛滥、理想信念缺失、自我物化严重,工具理性泛滥、沉溺二次元世界导致逃避现实等负面影响。后疫情时代,“二次元文化”在青少年群体中的热度不减反增,探析其可能原因,是由学习和就业压力导致的逃避心理、理想化心理、从众心理和自我认同的心理需要共同作用下形成的,并通过加强思想政治教育,特别是社会主义核心价值观对青少年的引领作用、培养青少年的批判性思维,使其具有辨别能力、加速中国传统文化的创新性转化,树立文化自信等对策建议,试图扭转“二次元”文化对青少年的心理危害,促进青少年思想心理健康。From the perspective of digital new media, “two-dimension culture” is popular among young people with the help of Internet technology, which has negative effects on their psychology such as distorted values, rampant consumerism, lack of ideals and beliefs, serious self-objectification, rampant instrumental rationality, and escapism caused by addiction to the two-dimension world. In the post-epidemic era, the popularity of “two dimensional culture” in the group of young people has not decreased, but increased. To explore the possible reasons, it is formed under the joint action of the psychological needs of escape, idealization, conformity and self-identification caused by the pressure of study and employment. In particular, the guiding role of socialist core values on young people, training young people’s critical thinking, making them have the ability to discriminate, accelerating the innovative transformation of traditional Chinese culture, building cultural self-confidence and other countermeasures and suggestions, trying to reverse the “two dimensional” culture to young people’s psychological harm, promote young people’s mental health.