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青少年对中国网络游戏防沉迷政策的遵守情况和替代行为。

Compliance and alternative behaviors of heavy gamers in adolescents to Chinese online gaming restriction policy.

机构信息

1Key Laboratory of Mental Health, Institute of Psychology, Chinese Academy of Sciences, 100101, Beijing, China.

2Department of Psychology, University of Chinese Academy of Sciences, Beijing, 100049, China.

出版信息

J Behav Addict. 2024 Apr 26;13(2):687-692. doi: 10.1556/2006.2024.00021. Print 2024 Jun 26.

DOI:10.1556/2006.2024.00021
PMID:38669079
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11220817/
Abstract

BACKGROUND AND AIMS

In 2021, China implemented a policy to prevent adolescents from excessive online gaming, with the goal of encouraging healthier leisure activities.

METHODS

Three months after this policy was implemented, we conducted a study involving 430 Chinese adolescents who regularly played online games for over two hours daily before the policy. We collected their responses to the restriction, including their compliance with the policy, engagement in undesirable alternative behaviors (e.g., watching short videos), and engagement in desirable alternative behaviors (e.g., playing sports). We also collected data on individual factors, parental technology interference, and feelings of restriction to use as predictors for behaviors, including those related to violating the restriction or watching short videos.

RESULTS

A small percentage of heavy gamers violated the restriction by renting others' game accounts (3%) or using a family member's identity (14%), while 59% of the sample shifted to watching short videos. Heavy gamers who lived in rural areas, spent more time on online games prior to the policy, did not feel restricted from playing online games, and experienced parental technology interference were more likely to violate the restriction. Females or those lacking stable hobbies were more inclined to watch short videos.

CONCLUSIONS

Although the policy restricted heavy gaming, it has also led to increased short video use. Policymakers could explore alternative approaches, such as developing infrastructure that supports outdoor leisure activities in rural areas, encouraging parents to model responsible technology use behaviors, and guiding adolescents to cultivate positive hobbies in their leisure time.

摘要

背景与目的

2021 年,中国出台政策防止青少年过度玩网络游戏,旨在鼓励更健康的休闲活动。

方法

该政策实施三个月后,我们对 430 名经常每天玩在线游戏超过两小时的中国青少年进行了研究。我们收集了他们对限制的反应,包括他们对政策的遵守情况、参与不良替代行为(如观看短视频)和参与可取替代行为(如运动)。我们还收集了个人因素、父母技术干扰和使用限制感的数据,作为与违反限制或观看短视频相关的行为的预测因素。

结果

一小部分重度游戏玩家通过租用他人的游戏账户(3%)或使用家庭成员的身份(14%)违反了限制,而 59%的样本转向观看短视频。居住在农村地区、政策实施前花更多时间玩网络游戏、不觉得受网络游戏限制、经历父母技术干扰的重度游戏玩家更有可能违反限制。女性或缺乏稳定爱好的人更倾向于观看短视频。

结论

尽管该政策限制了重度游戏,但也导致了短视频使用的增加。政策制定者可以探索替代方法,例如开发支持农村地区户外休闲活动的基础设施,鼓励父母树立负责任的技术使用行为模式,引导青少年在闲暇时间培养积极的爱好。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ee90/11220817/a14d7e1f85fb/jba-13-687-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ee90/11220817/a14d7e1f85fb/jba-13-687-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ee90/11220817/a14d7e1f85fb/jba-13-687-g001.jpg

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Research on the use intention of potential designers of unmanned cars based on technology acceptance model.基于技术接受模型的无人驾驶汽车潜在设计者使用意图研究。
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