相关实验视频
Updated: Jan 15, 2026

06:01
Transcranial Direct Current Stimulation for Online Gamers
Published on: November 9, 2019
8.5K
社交媒体的使用,游戏频率和内化症状如何在青春期早期到中期的时间内相互预测?
Qiqi Cheng1, Margarita Panayiotou1, Turi Reiten Finserås2
1Manchester Institute of Education, The University of Manchester, Oxford Rd, Manchester M13 9PL, UK.
Journal of public health (Oxford, England)
|January 13, 2026
概括
青少年使用数字技术,包括社交媒体和游戏,似乎不会导致心理健康问题. 这项研究发现,没有证据表明技术使用与年轻人内化症状的增加有关.
科学领域:
- 心理学 心理学 心理学
- 公共卫生 公共卫生
- 发展科学 发展科学
背景情况:
- 青少年使用数字技术是一个重大的公共卫生问题.
- 现有的关于技术对青少年心理健康的影响的研究是不确定的.
- 人们对社交媒体和游戏对青少年幸福感的影响存在担忧.
研究的目的:
- 研究数字技术使用与青少年内化症状之间的纵向关系.
- 区分人与人之间的影响.
- 检查社交媒体和游戏对心理健康的性别特异影响.
主要方法:
- 使用了一个随机截取交叉滞后面板模型.
- 分析了来自三个年度波 (T1,T2,T3) 的数据.
- 这项研究包括25629名青少年 (平均年龄为12年7个月).
主要成果:
- 在纵向关系中观察到性别差异.
- 更多的游戏预测女孩的社交媒体使用减少;更多的内化症状预测男孩的游戏减少.
- 没有证据表明,社交媒体或游戏频率预测了任何性别的以后内化症状.
结论:
- 这项研究的结果并不支持青少年使用技术是精神健康问题的首要原因.
- 关于技术对青少年心理健康的有害影响的普遍观点可能需要重新评估.
- 需要进一步的研究,以了解技术和青少年福祉之间的复杂相互作用.
相关概念视频
Social Foundations of Self II: The Generalized Other
227
According to George Herbert Mead, as children progress beyond the game stage, they develop a more comprehensive understanding of societal rules and norms. This cognitive and social development enables them to internalize the expectations of the broader community, refining their ability to regulate behavior.Consistent participation in organized activities is crucial in helping children recognize that their actions are not isolated but contribute to a more significant, interconnected group...
227
Cognitive Development During Adolescence
491
During adolescence, individuals experience significant cognitive development that enhances their understanding of others' emotions and thoughts, known as cognitive empathy. This period is marked by an increased ability to adapt to others' perspectives and a more nuanced understanding of others' mental states, a skill that is foundational for social problem-solving and conflict avoidance. The development of cognitive empathy relies heavily on the theory of mind — the...
491
Social Foundations of Self I: Play and Game
189
The development of self in children is deeply rooted in social interactions, mainly through stages of play and structured games. These stages, outlined by sociologist George Herbert Mead, illustrate how children progressively learn to understand and adopt social roles, forming a cohesive sense of self.The Play Stage: Imitation and Simple Role-TakingIn the early years of childhood, the play stage is characterized by imitative behavior, where children engage in role-playing based on familiar...
189
Self-Presentation: Self-Monitoring and Self-Handicapping
43.5K
People can go to great lengths to protect their self-image and present themselves in ways that they want others to see them. Sociologist Erving Goffman presented the idea that a person is like an actor on a stage. Calling his theory dramaturgy, Goffman believed that we use “impression management” to present ourselves to others as we hope to be perceived. Each situation is a new scene, and individuals perform different roles depending on who is present (Goffman, 1959). Think about...
43.5K
Bullying
8.8K
A modern form of aggression is bullying. As you learn in your study of child development, socializing and playing with other children is beneficial for children’s psychological development. However, as you may have experienced as a child, not all play behavior has positive outcomes. Some children are aggressive and want to play roughly. Other children are selfish and do not want to share toys. One form of negative social interactions among children that has become a national concern is...
8.8K
Social Scripts
10.2K
People tend to know what behavior is expected of them in specific, familiar settings. A script is a person’s knowledge about the sequence of events expected in a specific setting (Schank & Abelson, 1977). Essentially, scripts are a particular kind of schema, one containing default values for the features within an event. In the restaurant example, the script's features include the props (e.g., tables, menu, food, and money), the roles to be played (e.g., customer and waiter),...
10.2K

