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中等职业学校学生病理性网络游戏使用:现状及其与自尊和自我认同的关系

Pathological online game use of secondary vocational school students: Current situation and its relation to self-esteem and self-identity.

作者信息

Yang Lixian, Chen Yuan, Zhang Mengxia, Zhang Jinkun

机构信息

School of Psychology, Fujian Normal University, Fuzhou, China.

Fujian Ocean Vocational School, Fuzhou, China.

出版信息

Front Psychiatry. 2022 Aug 15;13:937841. doi: 10.3389/fpsyt.2022.937841. eCollection 2022.

Abstract

Secondary Vocational School Students are particularly susceptible to online game addiction due to adolescent characteristics and superimposed pressures of academic and employment. Based on the theoretical framework of self-identity and self-esteem, the present research conducted a questionnaire survey using samples of secondary vocational school students to investigate the relationship between pathological online game use (POGU), self-esteem and self-identity. The results showed that 15.56% of secondary vocational students' level of POGU met the diagnostic criteria, and POGU and self-esteem appeared significant differences in gender and family types. Moreover, lower self-esteem and self-identity were associated with higher POGU and self-esteem played a partial mediating role in the relationship between self-identity and POGU. We briefly discussed practical implications of our findings and the future research.

摘要

由于青少年的特点以及学业和就业的叠加压力,中等职业学校学生特别容易沉迷于网络游戏。基于自我认同和自尊的理论框架,本研究以中等职业学校学生为样本进行问卷调查,以探讨病理性网络游戏使用(POGU)、自尊和自我认同之间的关系。结果显示,15.56%的中等职业学校学生的POGU水平符合诊断标准,POGU和自尊在性别和家庭类型上存在显著差异。此外,较低的自尊和自我认同与较高的POGU相关,自尊在自我认同和POGU之间的关系中起部分中介作用。我们简要讨论了研究结果的实际意义和未来研究方向。

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