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家庭亲密度和适应性在青少年暴力电子游戏接触程度与攻击性间的中介作用    

The Mediations of Family Cohesion and Adaptability between Adolescents’ Exposure to Violent Video Games and Aggressiveness

文献类型:期刊文献

中文题名:家庭亲密度和适应性在青少年暴力电子游戏接触程度与攻击性间的中介作用

英文题名:The Mediations of Family Cohesion and Adaptability between Adolescents’ Exposure to Violent Video Games and Aggressiveness

作者:谢凯桐[1];张唯婷[1];张奇恒[2,3];陈雨露[1,3]

第一作者:谢凯桐

机构:[1]北京联合大学师范学院心理学系,北京;[2]湖北省宜昌市第五中学,湖北 宜昌;[3]北京联合大学儿童及青少年学习与心理发展研究所,北京

第一机构:北京联合大学师范学院心理学系

年份:2023

卷号:13

期号:1

起止页码:305-313

中文期刊名:心理学进展

外文期刊名:Advances in Psychology

语种:中文

中文关键词:青少年;暴力电子游戏;家庭亲密度和适应性;攻击性

摘要:当下很多青少年都会通过手机、电脑、游戏机等平台接触到电子游戏,而其中的不少游戏存在暴力内容,这对青少年的心理健康发展是一个潜在的负性影响因素。为探究家庭亲密度和适应性在青少年暴力电子游戏接触程度与攻击性的关系的潜在影响机制,本研究以195名12~16岁的中学生为研究对象,通过《暴力电子游戏接触问卷》、《Buss和Perry攻击问卷》和《家庭亲密度和适应问卷》测量了暴力电子游戏接触程度、攻击性以及家庭亲密度和适应性。结果发现:随着暴力电子游戏接触程度的增长,攻击性的各个维度得分也随之提升;暴力电子游戏的接触程度会通过家庭亲密度和适应性的中介作用再影响到攻击性。教师和家长应在直接管控学生玩暴力电子游戏的时长的同时,也可以促进和改善学生的家庭关系,以减少暴力电子游戏对于其的不良影响。
At present, many teenagers are exposed to video games through mobile phones, computers, playstations and other platforms. Among those video games, many of them have violent content, which is a potential negative factor for the mental health development of adolescents. In order to explore the potential mechanism of family cohesion and adaptability between exposure to violent video games and aggression of in adolescents, the current study recruited 195 middle school students aged 12~16, and measured violent video game exposure, aggression, and family cohesion and adaptability through the Violent Video Game Contact Questionnaire, the Buss and Perry Aggression Questionnaire, and the Family Cohesion and Adaptation Questionnaire. The results showed that with the increase of exposure to violent video games, all the sub-dimensions of aggression also increased. It was also found that exposure to violent video games influenced aggression through the mediating roles of both family cohesion and adaptability. It was suggested that teachers as well as parents should not only strengthen the management of students’ time spent on violent video games, but also help improve their family relationships, to consequently reduce the negative impact of violent video games.

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