电脑游戏对小学生社交能力的影响:综合分析

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Games for Health Journal Pub Date : 2024-12-01 Epub Date: 2024-08-07 DOI:10.1089/g4h.2024.0048
Mahboubeh Alborzi, Mahsa Torabi
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引用次数: 0

摘要

研究目的本研究旨在探讨数字游戏对小学男生社交能力的影响,重点关注不同游戏对各种社交行为的影响。研究方法本研究采用了因果比较设计,利用整群随机抽样的方法选取参与者。样本包括 192 名四年级至六年级的男生,分为游戏玩家和非游戏玩家。数据收集使用了社会支持量表 Matson(1983 年)和研究人员自制的电脑游戏问卷。通过克朗巴赫α系数、项目与维度的相关性、维度与总分的相关性以及内容效度,确定了工具的有效性和可靠性。结果显示结果表明,玩游戏和不玩游戏的学生在非社会行为、寻求优越感和与同伴的关系方面存在明显差异。五年级学生的攻击性和寻求优越感高于四年级和六年级学生。五年级和六年级学生在这些方面的得分高于四年级学生。研究发现,《部落冲突》促进了适当的社交行为和同伴关系,而《堡垒之夜》对同伴关系有显著的积极影响。与其他游戏相比,《真人快打》对攻击行为和非社会行为有显著的负面影响。回归分析表明,游戏时间和游戏类型对社交技能有显著的预测作用,其中游戏时间比游戏类型更有效。结论研究得出结论,数字游戏会对小学男生的社交能力产生重大影响。具体而言,研究发现《部落冲突》和《堡垒之夜》对社交行为和同伴关系有积极影响,而《真人快打》则有消极影响。研究结果表明,与游戏类型相比,玩游戏的时间是预测社交技能的更关键因素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Impact of Computer Games on the Social Skills of Elementary School Students: A Comprehensive Analysis.

Objective: The present study aimed to explore the influence of digital games on the social skills of male students in elementary schools, focusing on the impact of different games on various social behaviors. Methods: The study employed a causal-comparative design, utilising cluster random sampling to select participants. The sample consisted of 192 male students in the fourth through sixth grades, divided into players and nonplayers. Data were collected using the Social Support Scale Matson (1983) and a researcher-made questionnaire for computer games. The validity and reliability of the instruments were established through Cronbach's alpha coefficient, item correlation with dimensions, and correlation of dimensions with the total score and content validity. Results: The results indicated significant differences between player and nonplayer students in nonsocial behaviors, seeking superiority, and relationships with peers. Aggression and seeking superiority were higher in fifth-grade students than fourth- and sixth-grade students. Fifth- and sixth-grade students scored higher than fourth graders in these areas. The study found that Clash of Clans promoted appropriate social behaviors and peer relationships, while Fortnite had a significant positive effect on peer relationships. Mortal Kombat had a negative and significant effect on aggression and nonsocial behaviors compared to other games. Regression analysis revealed that playing time and type of play were significant predictors of social skills, with playing time being a more effective predictor than the type of play. Conclusion: The study concluded that digital games can significantly influence the social skills of male students in elementary schools. Specifically, Clash of Clans and Fortnite were found to have positive effects on social behaviors and peer relationships, while Mortal Kombat had negative effects. The findings suggest that the time spent playing games is a more critical factor in predicting social skills than the type of game played.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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