Coplan Robert J, McVarnock Alicia, Hipson Will E, Bowker Julie C
Carleton University, Canada.
Global Spatial Technology Solutions, Canada.
Int J Behav Dev. 2022 Nov;46(6):481-489. doi: 10.1177/01650254221113460. Epub 2022 Aug 10.
In this study, we examined how technology impacts adolescents' perceptions of, and affective responses to solitude, as well as how adolescents' own motivations for solitude (shyness, affinity for aloneness) were related to these reactions. Participants were = 437 adolescents (297 girls; = 16.15 years, standard deviation () = .50) who were presented with a series of hypothetical vignettes asking them to imagine themselves in the context of solitude (alone in their room with the door closed), as well as being physically alone but engaged in increasing levels of virtual social engagement, including passive (e.g., watching videos, scrolling, but no direct social engagement), active (e.g., texting), and audio-visual (e.g., Facetime) technology use. Following each vignette, participants reported their perceptions of being alone and positive/negative affective responses. We also measured general motivations for solitude (shyness, affinity for aloneness). Among the results, adolescents perceived themselves as less alone in vignettes depicting increasing virtual social engagement. Affective benefits of increased virtual engagement were also found (e.g., less loneliness/boredom/sadness, greater social connection/contentment). However, these effects were moderated by solitude motivations, with different patterns evident as a function of participant shyness and affinity for aloneness. Findings highlight the importance of considering the nature of adolescents' technology use when alone, as well as motivations for solitude, when considering links between solitude and well-being.
在本研究中,我们考察了科技如何影响青少年对独处的认知以及对独处的情感反应,以及青少年自身独处的动机(害羞、喜欢独处)与这些反应之间的关系。参与者为437名青少年(297名女孩;平均年龄 = 16.15岁,标准差(SD)= 0.50),他们被呈现一系列假设的情景,要求他们想象自己处于独处情境中(独自在房间里,门关闭),以及身体上独处但参与程度不断增加的虚拟社交活动,包括被动(如观看视频、滚动浏览,但无直接社交互动)、主动(如发短信)和视听(如视频通话)技术使用。在每个情景之后,参与者报告他们对独处的认知以及积极/消极情感反应。我们还测量了独处的一般动机(害羞、喜欢独处)。在研究结果中,青少年在描述虚拟社交活动增加的情景中感觉自己不那么孤独。还发现了虚拟社交活动增加带来的情感益处(如更少的孤独感/无聊感/悲伤感,更强的社交联系/满足感)。然而,这些影响受到独处动机的调节,根据参与者的害羞程度和喜欢独处的程度呈现出不同的模式。研究结果强调了在考虑独处与幸福感之间的联系时,考虑青少年独处时技术使用的性质以及独处动机的重要性。