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初中生大五人格与手游成瘾的关系:学校联结的中介作用
其他题名Big Five Personality of Junior School Students and Mobile Game Addiction: The Mediating Roles of School Bonding
李华
导师陈天勇
2021-12
摘要由于移动互联网时代智能手机的多功能性和层出不穷的应用程序的开发应用,导致智能手机越发的普及。在此背景下开发的智能手机游戏给社会、学校家庭和未成年人本人带来严重的不良影响。国家三令五申,近几年不断升级管控政策和措施,预防和干预网络游戏给未成年人带来的负面影响。2020年6月中国互联网络信息中心的报告显示,我国网络游戏用户5.40亿,其中手机网络游戏用户5.36亿,占比超过99%。智能手机游戏具有可移动、便携和使用便利性,又游戏的某些结构特征本身会加剧游戏成瘾,以上两方面因素的结合引领了现代智能手机游戏的发展方向,展示了智能手机游戏的独特性。唯物辩证法认为,事物都是外因与内因相结合,外因必须通过内因才能起作用的结果。在众多的游戏成瘾影响因素中,人格被认为是最为重要的内部风险因素,中国的青少年会将更多的学习和生活时间投入到学校生活之中,学校联结成为初中生发展阶段的重要外因。然而,目前有关初中生人格与手机游戏成瘾,学校联结与手机游戏成瘾,以及它们之间相互作用的机制尚无相关实证研究。因此,本研究的主要目的是,探讨新时代背景下大五人格与初中生手机游戏成瘾之间的关系,以及学校联结在这些关系中的中介作用。本研究采用整群抽样法选取苏州市某中学七、八年级1075名被试进行了研究。采用智能手机游戏成瘾量表、小五人格学生问卷和学校联结量表分别测量初中生手机游戏成瘾水平、人格五因素和学校联结质量。结果如下:(1)相关分析显示,神经质与手游成瘾呈正相关,尽责性、宜人性、外向性和开放性与手游成瘾呈负相关(P < 0.01);(2)学校联结与手游成瘾呈负相关;(3)结构方程模型表明,尽责性、神经质和宜人性与手游成瘾的直接效应在P < 0.001上具有统计学意义,外向性与手游成瘾的直接效应在P < 0.05上具有统计学意义,开放性与手游成瘾的直接效应不具有统计学意义。学校联结在人格五因素与手游成瘾之间的中介效应具有统计学意义(P < 0.001)。模型拟合指数理想(χ2/ df = 4.83,RMSEA = 0.07,CFI = 0.98, GFI = 0.97,TLI = 0.95,SRMR = 0.03)。本研究主要结论如下:(1)初中生神经质显著正向预测手游成瘾,尽责性、宜人性、外向性和开放性显著负向预测手游成瘾;(2)初中生学校联结显著负向预测手游成瘾;(3)初中生尽责性、宜人性和外向性显著正向预测学校联结;神经质显著负向预测学校联结;(4)学校联结在初中生人格与手游成瘾之间起中介作用,其在尽责性、神经质、外向性和宜人性与手游成瘾中起部分中介作用,在开放性与手游成瘾中起完全中介作用。研究结果提示,我们不仅应当注意到人格五因素中尽责性和神经质是初中生手游成瘾的易感因素,还要重视学校联结的作用,除此之外要特别重视那些同时弱化学校联结和增强手游成瘾的人格特质,进行筛查、预防和干预会起到事半功倍的效果。
其他摘要Due to the versatility of smartphones and the development of more and more Apps in the mobile Internet era, smartphones are becoming very popular. Smartphone games which were developed on this background bring a serious adverse impact to society, schools, families and juveniles. In recent years, the government has repeatedly upgraded its control policies and measures to prevent and interfere with the negative impact of online games on juveniles. By June 2020, the number of online game users in China had reached 540 million, including 536 million mobile online game users, accounting for more than 99%. Smartphone games have the functions of mobile, portable and easy to use, and some structural features of the game itself will aggravate game addiction. The combination of the above two factors leads the development direction of modern smartphone games and shows the uniqueness of smartphone games. Materialist dialectics holds that everything is the result of the combination of external and internal causes, and external causes can function only through internal causes. Among the many influencing factors of game addiction, personality is considered to be the most important internal risk factor. Chinese teenagers devoted more learning and life time to school life, and school is the very important external factor in the development stage of junior middle school students. However, at present, there is no relevant empirical research to explore the relationship between junior middle school students' personality and mobile game addiction, school bonding and mobile game addiction, and the mechanism of their interaction. Therefore, the main purpose of this study is to explore the relationship between Big Five personality and mobile game addiction of junior middle school students in the new era, and the mediating effect of school bonding in these relationships.In this study, 1075 subjects in Grade 7 and grade 8 of a middle school in Suzhou were selected by cluster sampling. The level of mobile game addiction, five personality factors and school bonding quality of junior middle school students were measured by smartphone game addiction scale, primary five personality questionnaire and school bonding scale. The results were as follows: (1) correlation analysis showed that neuroticism was positively correlated with mobile game addiction, and conscientiousness, agreeableness, extroversion and openness were negatively correlated with mobile game addiction (P < 0.01) ; (2) School bonding was negatively correlated with mobile game addiction; (3) The structural equation model showed that the direct effects of conscientiousness, neuroticism, agreeableness and mobile game addiction were statistically significant on P < 0.001, the direct effects of extraversion and mobile game addiction were statistically significant on P < 0.05, and the direct effects of openness and mobile game addiction were not statistically significant. The mediating effect of school bonding between five personality factors and mobile game addiction was statistically significant (P < 0.001). Model fitting exponential ideal (χ2/ df = 4.83, RMSEA = 0.07, CFI = 0.98, GFI = 0.97,TLI = 0.95, SRMR = 0.03) . The main conclusions of this study are as follows: (1) Neuroticism of junior middle school students significantly positively predicts mobile game addiction, while conscientiousness, agreeableness, extroversion and openness significantly negatively predict mobile game addiction; (2) Junior middle school students' school bonding significantly negatively predicted mobile game addiction; (3) Conscientiousness, agreeableness and extroversion of junior middle school students significantly positively predict school connection; Neuroticism significantly negatively predicted school bonding; (4) School bonding has the mediated effect between junior middle school students' personality and mobile game addiction. It has partial mediate effect between conscientiousness, neuroticism, extroversion, agreeableness and mobile game addiction, and complete mediate effect between openness and mobile game addiction. The results suggest that we should not only pay attention to the five personality factors of conscientiousness and neuroticism, but also pay attention to the role of school bonding. In addition, we should pay special attention to those personality characteristics that weaken school connection and enhance mobile game addiction at the same time. If we do so, the screening, prevention and intervention will get twice the result with half the effort.
关键词初中生 人格 智能手机游戏成瘾 手游成瘾 学校联结
学位类型继续教育硕士
语种中文
学位名称理学硕士
学位专业健康心理学
学位授予单位中国科学院大学
学位授予地点中国科学院心理研究所
文献类型学位论文
条目标识符http://ir.psych.ac.cn/handle/311026/45224
专题健康与遗传心理学研究室
推荐引用方式
GB/T 7714
李华. 初中生大五人格与手游成瘾的关系:学校联结的中介作用[D]. 中国科学院心理研究所. 中国科学院大学,2021.
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