一项关于青少年男孩和女孩使用互联网及电脑游戏的短期纵向研究:患病率、使用频率及社会心理预测因素。
A short-term longitudinal study of Internet and computer game use by adolescent boys and girls: prevalence, frequency of use, and psychosocial predictors.
作者信息
Willoughby Teena
机构信息
Department of Child and Youth Studies, Brock University, St. Catharines, Ontario L2S 3A1, Canada.
出版信息
Dev Psychol. 2008 Jan;44(1):195-204. doi: 10.1037/0012-1649.44.1.195.
Prevalence, frequency, and psychosocial predictors of Internet and computer game use were assessed with 803 male and 788 female adolescents across 2 time periods, 21 months apart. At Time 1, participants were in the 9th or 10th grade; at Time 2, they were in the 11th or 12th grade. Most girls (93.7%) and boys (94.7%) reported using the Internet at both time periods, whereas more boys (80.3%) than girls (28.8%) reported gaming at both time periods. Girls reported a small decrease over time in the frequency of hours spent per day on overall technology use, mostly due to a decrease in gaming. Both linear and curvilinear relations were examined between parental relationships, friendship quality, academic orientation, and well-being measured in early high school and the frequency of technology use in late high school. Being male significantly predicted both computer gaming and Internet use. There also were trends in favor of higher friendship quality and less positive parental relationships predicting higher frequency of Internet use. Importantly, moderate use of the Internet was associated with a more positive academic orientation than nonuse or high levels of use.
在两个相隔21个月的时间段,对803名男性青少年和788名女性青少年进行了评估,以了解网络和电脑游戏使用的患病率、频率以及社会心理预测因素。在时间1时,参与者为九年级或十年级学生;在时间2时,他们为十一年级或十二年级学生。大多数女孩(93.7%)和男孩(94.7%)报告在两个时间段都使用互联网,而在两个时间段都玩游戏的男孩(80.3%)比女孩(28.8%)更多。女孩报告随着时间推移,每天花在整体技术使用上的小时数略有下降,这主要是由于游戏时间减少。研究了高中早期测量的亲子关系、友谊质量、学业取向和幸福感与高中后期技术使用频率之间的线性和曲线关系。男性显著预测了电脑游戏和互联网使用。在有利于更高友谊质量和不太积极的亲子关系预测更高互联网使用频率方面也存在趋势。重要的是,适度使用互联网与比不使用或大量使用更积极的学业取向相关。