目的 探讨游戏成瘾初中生攻击行为特点.方法 2008年8~12月随机整群抽取大连市4区8所初中6000名学生为调查对象,采用自制网络游戏调查表和陈氏网络成瘾量表(CIAS)筛查出149名(2.5%)网络游戏成瘾初中生为研究对象,其中暴力游戏成瘾者71名,娱乐游戏成瘾者66名.匹配两组性别与年龄,最终两组入组学生都是66名,男性55名,女性11名,平均年龄(14.36±0.81)岁;非网络游戏成瘾组,按着性别和年龄匹配原则,随机抽出66名初中生.3组初中生都接受了攻击量表(AQ)评估.统计分析采用SPSS12.0版本软件包,对于3组游戏成瘾的攻击行为进行单因素方差分析(ANOVA).结果 在生理攻击[(21.59±4.36)分,(18.10±6.10)分,(14.92±5.61)分]、言语攻击[(21.04±3.98)分,(18.36±6.26)分,(15.66±5.23)分]、愤怒情绪[(21.37±4.43)分,(18.72±5.90)分,(16.56±5.70)分]、敌意认知[(21.69±5.77)分,(20.06±7.74)分,(16.39±6.85)分]和总分上[(85.56±13.71)分,(75.28±22.36)分,(63.54±20.32)分]上三组间差异显著(F1.4=25.07,17.35,3.25,10.40,21.81;P<0.01);暴力网络游戏成瘾与娱乐网络游戏成瘾组间,在生理攻击、言语攻击、愤怒情绪和总分上差异显著(t1-4=3.48,2.68,2.65,10.27,P<0.01).在4个因子和总分上,暴力网络游戏成瘾组明显高于非游戏组(t1-5=6.66,5.37,4.48,5.30,22.01,P<0.01),娱乐网络游戏成瘾组明显高于非游戏组(t1-5=3.18,2.69,2.16,3.66,11.74,P<0.01).结论 暴力网络游戏成瘾初中生攻击行为增加,娱乐网络游戏虽然也增加初中生攻击行为,但程度较轻.
目的 探討遊戲成癮初中生攻擊行為特點.方法 2008年8~12月隨機整群抽取大連市4區8所初中6000名學生為調查對象,採用自製網絡遊戲調查錶和陳氏網絡成癮量錶(CIAS)篩查齣149名(2.5%)網絡遊戲成癮初中生為研究對象,其中暴力遊戲成癮者71名,娛樂遊戲成癮者66名.匹配兩組性彆與年齡,最終兩組入組學生都是66名,男性55名,女性11名,平均年齡(14.36±0.81)歲;非網絡遊戲成癮組,按著性彆和年齡匹配原則,隨機抽齣66名初中生.3組初中生都接受瞭攻擊量錶(AQ)評估.統計分析採用SPSS12.0版本軟件包,對于3組遊戲成癮的攻擊行為進行單因素方差分析(ANOVA).結果 在生理攻擊[(21.59±4.36)分,(18.10±6.10)分,(14.92±5.61)分]、言語攻擊[(21.04±3.98)分,(18.36±6.26)分,(15.66±5.23)分]、憤怒情緒[(21.37±4.43)分,(18.72±5.90)分,(16.56±5.70)分]、敵意認知[(21.69±5.77)分,(20.06±7.74)分,(16.39±6.85)分]和總分上[(85.56±13.71)分,(75.28±22.36)分,(63.54±20.32)分]上三組間差異顯著(F1.4=25.07,17.35,3.25,10.40,21.81;P<0.01);暴力網絡遊戲成癮與娛樂網絡遊戲成癮組間,在生理攻擊、言語攻擊、憤怒情緒和總分上差異顯著(t1-4=3.48,2.68,2.65,10.27,P<0.01).在4箇因子和總分上,暴力網絡遊戲成癮組明顯高于非遊戲組(t1-5=6.66,5.37,4.48,5.30,22.01,P<0.01),娛樂網絡遊戲成癮組明顯高于非遊戲組(t1-5=3.18,2.69,2.16,3.66,11.74,P<0.01).結論 暴力網絡遊戲成癮初中生攻擊行為增加,娛樂網絡遊戲雖然也增加初中生攻擊行為,但程度較輕.
목적 탐토유희성은초중생공격행위특점.방법 2008년8~12월수궤정군추취대련시4구8소초중6000명학생위조사대상,채용자제망락유희조사표화진씨망락성은량표(CIAS)사사출149명(2.5%)망락유희성은초중생위연구대상,기중폭력유희성은자71명,오악유희성은자66명.필배량조성별여년령,최종량조입조학생도시66명,남성55명,녀성11명,평균년령(14.36±0.81)세;비망락유희성은조,안착성별화년령필배원칙,수궤추출66명초중생.3조초중생도접수료공격량표(AQ)평고.통계분석채용SPSS12.0판본연건포,대우3조유희성은적공격행위진행단인소방차분석(ANOVA).결과 재생리공격[(21.59±4.36)분,(18.10±6.10)분,(14.92±5.61)분]、언어공격[(21.04±3.98)분,(18.36±6.26)분,(15.66±5.23)분]、분노정서[(21.37±4.43)분,(18.72±5.90)분,(16.56±5.70)분]、활의인지[(21.69±5.77)분,(20.06±7.74)분,(16.39±6.85)분]화총분상[(85.56±13.71)분,(75.28±22.36)분,(63.54±20.32)분]상삼조간차이현저(F1.4=25.07,17.35,3.25,10.40,21.81;P<0.01);폭력망락유희성은여오악망락유희성은조간,재생리공격、언어공격、분노정서화총분상차이현저(t1-4=3.48,2.68,2.65,10.27,P<0.01).재4개인자화총분상,폭력망락유희성은조명현고우비유희조(t1-5=6.66,5.37,4.48,5.30,22.01,P<0.01),오악망락유희성은조명현고우비유희조(t1-5=3.18,2.69,2.16,3.66,11.74,P<0.01).결론 폭력망락유희성은초중생공격행위증가,오악망락유희수연야증가초중생공격행위,단정도교경.
Objective To discuss some characteristics of aggressive behavior of junior middle school students addicted to violence online game.Methods From Aug.to Dec.at 2009,6000 volunteers have been investigated with the self-made violence online game survey scale and the Chen's were screen out by CIAS,and in which 71 violence game addicts,and 66 entertainment game addicts.They were divided into two groups matched as age and sex(male 55 and female 11 in every group),average age was 14.36±0.81 years old.66 no-play game students served as control group.The mean value and standard deviation of aggressive behaviors in each group were compared with one way ANOVA with SPSS12.0 version.Results There were significant different inter groups in the behavioral scores expressed in physiological attack((21.59±4.36),(18.10±6.10,(14.92±5.61)),spoken language attack((21.04±3.98),(18.36±6.26),(15.66±5.23)),angry mood((21.37±4.43),(18.72±5.90),(16.56±5.70)),hostility cognition((21.69±5.77),(20.06±7.74),(16.39±6.85))and the total score((85.56±13.71),(75.28±22.36),(63.54±20.32))(F1-4=25.07,17.35,3.25,10.40,21.81);Moat severity attack behaviors were observed in the violence online game addictive group,but less done in other two groups(t1-4=3.48,2.68,2.65,10.27,P<0.01;t 1-5=6.66,5.37,4.48,5.30,22.01,P<0.01);and secondary was found in Entertainment online game addicts(t1-5:3.18,2.69,2.16,3.66,11.74,P<0.01).Conclusion Higher attack behavior scores are found in the violence online game in junior middle students,and entertainment online game also induce attack behavior,but is not so notable.