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游戏编码教育对有问题的互联网游戏的有效性
Sungah Chung1, Sol I Kim1, Hyunchan Hwang1
1Department of Psychiatry, Chung-Ang University Hospital, Seoul, Republic of Korea.
Psychiatry investigation
|June 26, 2023
概括
游戏编码教育通过提高自尊和降低抑郁症,显著减少了青少年在互联网上有问题的游戏. 这种方法被证明比游戏素养教育更有效,用于更健康的游戏习惯.
科学领域:
- 心理学 心理学 心理学
- 教育 技术 技术 教育 技术
- 青少年健康 青少年健康
背景情况:
- 有问题的互联网游戏与青少年的负面心理结果有关,包括低自尊,抑郁和焦虑.
- 现有的干预措施可能无法完全解决导致过度游戏的潜在心理因素.
研究的目的:
- 调查游戏编码教育与游戏识字教育在缓解青少年互联网游戏问题的比较有效性.
- 探索提高自尊的作用,作为减少有问题的游戏行为的调解者.
主要方法:
- 一项涉及126名青少年参与"访问游戏课堂"项目的研究,比较游戏编码和游戏识字教育计划.
- 数据收集包括人口统计,游戏模式,心理状态 (抑郁,焦虑,游戏感知) 和Young's Internet Addiction Scale分数,以识别有问题的游戏玩家.
主要成果:
- 游戏编码教育在减少整体互联网使用,减少抑郁症状和提高自尊方面表现出显著的有效性.
- 层次逻辑回归表明,增加的教育时间,参与编码教育,消极的游戏观念和高自尊是减少有问题的互联网游戏的预测因素.
结论:
- 游戏编码教育通过提高青少年的自尊心,作为对有问题的互联网游戏的有效干预.
- 建议包括增加游戏教育的持续时间和制定量身定制的方案,考虑青少年的心理形象.
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