小学生数字游戏成瘾、网络休闲与心理健康之间的关系

Serkan Zi̇nci̇r, Fatma Sapmaz, N. Hamutoğlu, Murat Topal
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摘要

目的:如今,随着科技的进步,电脑、数字游戏机、手机和平板电脑等设备的使用率也在不断提高。然而,随着互联网接入的普及,数字平台开始频繁用于人际互动和人际关系中。用户年龄跨度较大的数字游戏和互联网的使用已减少到非常小的年龄段,而个人花在游戏和互联网上的时间却逐渐增加。在这种情况下,停留在数字环境中的时间长短可以被视为成瘾的一个重要标准。在数字环境中停留时间过长,会对个人的社会心理造成不良影响。我们的研究旨在揭示网络休闲、数字游戏成瘾和幸福感之间复杂而多面的关系的原因,并讨论潜在的解决方案。 研究方法本研究为横断面研究。研究小组由 1330 名公立学校小学二年级 5、6、7 和 8 年级的学生组成。样本组包括 614 名女生和 716 名男生,年龄段基本相同。对学生采用了游戏成瘾量表、网络游戏感知量表和心理健康量表。在获得必要的研究许可后,在自愿的基础上通过面对面访谈收集数据。本研究获得的数据使用 SPSS vn.23 和 AMOS 23 软件进行统计分析。 结果如下游戏成瘾量表平均分为 42.09,女性为 36.96,男性为 46.96。网络游戏成瘾量表平均分为 24.01,女性为 21.94,男性为 25.79。心理健康量表的平均值为 30.60,女性为 32.02,男性为 29.39。观察发现,游戏成瘾与网络休闲之间存在正相关(p=0.00),而这两种情况都被确定与心理健康呈负相关。(p=0.00)结论:支持学生心理健康的活动有助于控制网络游戏和游戏成瘾倾向,从而避免网络游戏、游戏成瘾和心理健康之间的恶性循环。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The relationship between digital game addiction, cyberloafing, and psychological well-being in primary school students
Aims: Today, with the advances in technology, the use of devices such as computers, digital game consoles, phones, and tablets has also increased. However, with the widespread use of internet access, digital platforms have started to be used frequently in interpersonal interaction and relations. The use of digital games and the internet, where the user age is in a wide range, has decreased to very young ages, and the time spent by individuals in games and on the internet has gradually increased. In this context, the duration of stay in the digital environment can be seen as an important criterion in terms of addiction. Spending excessive time in the digital environment can cause individuals to be adversely affected by psychosocial aspects. The purpose of our study is to reveal the reasons for the complex and multifaceted relationship between cyberloafing, digital game addiction, and well-being, and to discuss potential solutions. Methods: This study was designed as a cross-sectional study. The study group was formed of 1330 students in the second stage of primary education in grades, 5, 6, 7, and 8, in state schools. The sample Group consisted of 614 females and 716 males in almost the same age group. The game addiction scale, perceived cyberloafing scale, and psychological well-being scale were applied to students. The necessary permission to conduct the study was obtained from, then the data were collected in face-to-face interviews on a voluntary basis. The data obtained in this study were analyzed statistically using SPSS vn. 23 and AMOS 23 software. Results: The Gaming Addiction Scale score was determined to be mean 42.09 for the whole group, 36.96 for females, and 46.96 for males. The Cyberloafing Scale score was determined to be a mean of 24.01 for the whole group, 21.94 for females, and 25.79 for males. The Psychological Well-Being Scale score was found to be a mean of 30.60 for the whole group, 32.02 for females and, 29.39 for males. A positive correlation was observed between gaming addiction and, cyberloafing, (p=0.00) and both of these conditions were determined to be negatively correlated with psychological well-being. (p=0.00) Conclusion: Activities to support students’ psychological well-being can help prevent vicious cycles between cyberloafing, game addiction, and psychological well-being by contributing to controlling cyberloafing and game addiction tendencies.
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