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The Research On The Internet-Behaviors Preferences Of Undergraduates

Posted on:2006-08-02Degree:MasterType:Thesis
Country:ChinaCandidate:L ZhouFull Text:PDF
GTID:2167360152481631Subject:Applied Psychology
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Internet-behaviors preference is a kind of relatively stable attitude and behavior that iscaused by people's different motivations The Internet behavior preference can be predicted byusing some functions of Internet. Based on the relevant researches on Internet-behaviors both athome and abroad, this thesis mainly studies all kinds of Internet-behaviors preferences ofundergraduates. This article is mainly composed of two parts.In the first part, on the basis of open-ended surveys and theoretical analysis, the authordevelops a questionnaire aiming to investigate Internet-behaviors preferences of undergraduates,and makes a social-demological analysis of it. 565 undergraduates are tested by the questionnaireof Internet-behavior preference of undergraduates. The results turn out that: (1) It has highreliability and validity, and can be used as an effective tool to assess undergraduates'information-gaining preference, internet-games preference and computer-mediatedcommunication preference. (2) As to the scores of information-gaining preference, the artsstudents score higher than science students, and there is no significant gender difference. Thescore also indicates that there is a significant interaction effect between grade and major, and thehigher the grade is, the higher the score. The scores of internet-game preference indicate that boysscore higher than girls, the science students have higher scores than arts students, the higher thegrade is, the lower the score students get, and there is a significant interaction effect betweengender and major, grade and major. There were no significant main effects in gender, major orgrade, but the interaction effect between gender and major turns to be significant as to the scoresof Computer-medicated communication preference.The second part mainly concerns the experimental research on the relationship betweenInternet-behavior preference and Internet usage character, self-identity, copying style,interpersonal alienation, and Internet-addiction separately. The results are as follows:(1) thestudents of information-gaining preference tend to use Internet earlier than others. Students ofcomputer-medicated communication preference tend to communicate more with their familiarfriends in cyberspace than the other two types. (2) Students of information-gaining preferencehave more advanced self-identity status, while students of internet-game preference have lowerself-identity status. Students of information-gaining preference and computer-medicatedcommunication preference often use positive copying way, such as solving problem, seeking help,but students of internet-game preference often use negative copying way, such as fantasy, retreatand rationalization. Students of internet-game preference tend to experience more interpersonalalienation than others. (3) Significant positive correlations are found between internet-gamepreference and Internet addiction. Significant negative correlations are found betweeninformation-gain preference and Internet addiction. No significant correlation is found betweencomputer-medicated communication preference and Internet addiction. Internet-game preferencecan better predict Internet addiction.
Keywords/Search Tags:Internet-behavior preference, information-gaining preference, internet-game preference, computer-medicated communication preference, self-identity, copying style, interpersonal alienation, Internet addiction
PDF Full Text Request
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