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游戏编码教育对问题性网络游戏的有效性。

The Effectiveness of Game Coding Education on Problematic Internet Gaming.

作者信息

Chung Sungah, Kim Sol I, Hwang Hyunchan, Han Doug Hyun

机构信息

Department of Psychiatry, Chung-Ang University Hospital, Seoul, Republic of Korea.

出版信息

Psychiatry Investig. 2023 Jun;20(6):531-540. doi: 10.30773/pi.2022.0218. Epub 2023 Jun 21.

DOI:10.30773/pi.2022.0218
PMID:37357669
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10307916/
Abstract

OBJECTIVE

Problematic internet gaming in adolescents is associated with various negative outcomes, such as low self-esteem, depression, anxiety, and attention problems. We hypothesized that game coding education, by improving adolescents' self-esteem, would be more effective than game literacy education in mitigating problematic internet gaming.

METHODS

A total of 126 adolescents who voluntarily applied for the game coding education and game literacy education program of the "Visiting Game Class" project operated by the Game Cultural Foundation participated in this study. We collected data on demographics, gaming patterns, and psychological status, including positive or negative perceptions of online games, depression, and anxiety. We designated those with scores higher than 40 on Young's Internet Addiction Scale as the "problematic internet gaming" group.

RESULTS

Only game coding education was significantly effective in decreasing internet use, lowering depressive symptoms, and improving self-esteem. In the hierarchical logistic regression analysis, more frequent education time, coding education, stronger negative perceptions of gaming, and high self-esteem predicted decreased internet gaming among participants exhibiting problematic internet gameplay.

CONCLUSION

Game coding education effectively mitigates problematic gaming by improving adolescents' self-esteem. Thus, it may be beneficial to increase education time and devise game education programs tailored to adolescents' psychological status.

摘要

目的

青少年网络电子游戏问题与各种负面结果相关,如自卑、抑郁、焦虑和注意力问题。我们假设,通过提高青少年的自尊,游戏编码教育在减轻网络电子游戏问题方面比游戏素养教育更有效。

方法

共有126名青少年自愿申请参与由游戏文化基金会运营的“游戏课堂”项目中的游戏编码教育和游戏素养教育项目,参与了本研究。我们收集了有关人口统计学、游戏模式和心理状态的数据,包括对网络游戏的正面或负面看法、抑郁和焦虑情况。我们将在杨氏网络成瘾量表上得分高于40分的人指定为“网络电子游戏问题”组。

结果

只有游戏编码教育在减少上网时间、减轻抑郁症状和提高自尊方面具有显著效果。在分层逻辑回归分析中,更频繁的教育时间、编码教育、对游戏更强的负面看法以及高自尊预示着在表现出网络电子游戏问题的参与者中网络游戏减少。

结论

游戏编码教育通过提高青少年的自尊有效地减轻了游戏问题。因此,增加教育时间并设计针对青少年心理状态的游戏教育项目可能是有益的。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1849/10307916/fb2123145f0c/pi-2022-0218f2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1849/10307916/56cdcea1c941/pi-2022-0218f1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1849/10307916/fb2123145f0c/pi-2022-0218f2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1849/10307916/56cdcea1c941/pi-2022-0218f1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1849/10307916/fb2123145f0c/pi-2022-0218f2.jpg

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