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我们都在这一起:个人的社会身份在与视频游戏和互联网的不良接触中的作用。

We are all in this together: The role of individuals' social identities in problematic engagement with video games and the internet.

机构信息

The Chinese University of Hong Kong, Shenzhen, China.

University of Kent, UK.

出版信息

Br J Soc Psychol. 2020 Apr;59(2):522-548. doi: 10.1111/bjso.12365. Epub 2020 Feb 7.

Abstract

Individuals' engagement with video games and the internet features both social and potentially pathological aspects. In this research, we draw on the social identity approach and present a novel framework to understand the linkage between these two aspects. In three samples (N  = 304, N  = 160, and N  = 782) of young Chinese people from two age groups (approximately 20 and 16 years old), we test the associations between relevant social identities and problematic engagement with video games and the internet. Across studies, we demonstrate that individuals' identification as 'gamers' or 'frequent internet users' predicts problematic engagement with video games and the internet through stronger perceived social support from such groups. Moreover, we demonstrate that individuals' identification as 'students' (Studies 2-3) is negatively associated with problematic engagement via social support from other students. Finally, in Study 3, we examine the articulation between social support from these three groups and subjective sense of loneliness. Findings indicate that, whereas perceived support from students is negatively associated with loneliness, the association between perceived support from gamers and internet users and loneliness is weaker and positive. Theoretical implications and directions for future research are discussed. Taken together, the studies highlight the importance of considering the social context of individuals' problematic engagement with technologies, and the role of different group memberships.

摘要

个体与视频游戏和互联网的互动具有社交和潜在病理两个方面。在这项研究中,我们借鉴社会认同理论,提出了一个新的框架来理解这两个方面之间的联系。在三个样本(N=304、N=160 和 N=782)中,我们测试了与游戏和互联网相关的社会认同与问题性使用之间的关联。在所有研究中,我们都证明了个体的“游戏者”或“频繁上网者”身份通过来自这些群体的更强的感知社会支持,预测了与视频游戏和互联网相关的问题性使用。此外,我们还证明了个体的“学生”身份(研究 2-3)通过来自其他学生的社会支持,与问题性使用呈负相关。最后,在研究 3 中,我们考察了这三个群体的社会支持与主观孤独感之间的关系。研究结果表明,来自学生的感知支持与孤独感呈负相关,而来自游戏者和互联网用户的感知支持与孤独感之间的关联较弱且呈正相关。讨论了理论意义和未来研究方向。总之,这些研究强调了考虑个体与技术的问题性互动的社会背景以及不同群体成员身份的重要性。

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