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The Study Of Online-Game-Playing Behavior And The Behavioral Impulsivity Of College Students

Posted on:2014-02-19Degree:MasterType:Thesis
Country:ChinaCandidate:B W HeFull Text:PDF
GTID:2247330395997624Subject:Social Medicine and Health Management
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The network has brought not only conveniences and entertainments to our dailylives, but also some challenges to our society. Online games have many adverseeffects for adolescents and college students who indulge in. The individuals who haveonline game addiction are vulnerable to the adverse psychological and socialproblems, such as being solitary, developing the aggressive personality, reducing theself-esteem, truanting, avoiding the conflict. Hence, it is increasingly essential topreventing and curing college students addicted to online game. Addiction onlinegame behavior belongs to the realm of psychological and behavioral issues, and thedelay discounting task could quantitatively measure the behavioral impulsivity. It hasbeen testified that the addict have higher-grade behavioral impulsivity. Being anonline game addict, a college student should undergo from the stage of playing onlinegame to another stage of indulging in it. The group of the college students of onlinegame involves college students both who are addicted and not addicted to the onlinegame. Studying the feature of online-game-playing behavior and behavioralimpulsivity of the college students of online game has significant role for bothinterfering with and preventing the unhealthy game behavior including addictionbehavior.Objective: To providing meaningful basis for both interfering with the unhealthygame behavior and preventing individuals of college students of online game frombeing addicted by investigating and analyzing the online-game-playing behavior andthe behavioral impulsivity of students of a certain comprehensive university.Methods:363members of college students were surveyed by conveniencesampling with the Eysenck Personality Questionnaire-Revised-the Short Scale forChinese(EPQ-RSC) and the delay discounting task.132members of college studentsof online game were selected by self-assessment of playing online game, and then thecollege students of online game accepted the online game questionnaire and theYoung’s Internet Addiction Test. The Kolmogorov-Smirnov test, the Z test, theKruskal-Wallis H test, the Spearman analysis, the Logistic analysis in SPSS17.0wereused for analyzing the data.Results: The aspect of college students’ behavior, there was a significant differencein game-playing rate of different grade of college students(P<0.05), The LogisticRegression Analysis revealed that the grade was the risk factor of college students playing online games or not, and the related risk rate is12.62. The college students ofonline game revealed a significant higher delay discounting rate than those of notonline game(P<0.05).The aspect of the online game behavior of college students,75.8%of the collegestudents of online game took the initiative to play online games as well as57.6%ofthem played online games with other players.30.3%of the college students of onlinegame saw playing online games as a mean of venting to the contradiction of studiesand lives. The three major reasons for college students playing online game were forentertainments(83.3%), considering college study and life boring(65.9%), thecomputer game is attractive and stimulative (53.8%). There was a significantdifference in delay discounting rate of college students of online game among groupsbased on grades(H=6.455, P<0.05). The male revealed a significant higher delaydiscounting rate than the female in the college students of online game(Z=-2.721,P<0.05). The high-score psychoticism group revealed a significant higher delaydiscounting rate than the low-score one(Z=-2.248, P<0.05). The high-scoreneuroticism group revealed a significant higher delay discounting rate than thelow-score one(Z=-2.401, P<0.05). The grade, sex, psychoticism and neuroticism weresignificantly correlated to delay discounting rate.Conclusion: First, the college students of online game revealed a higher-gradebehavioral impulsivity than the college students who are not playing online game.Second, there was an obvious time characteristic in the behavioral impulsivity of thecollege students of online game. Third, there was a significant correlation between thebehavioral impulsivity of the college students of online game and the psychoticism orthe neuroticism. Last, the college students who are not addicted to the online game,the sub group of the college students of online game, also revealed a higher-gradebehavioral impulsivity. There were some suggestion according to the conclusion. First,organize sports and entertainment activities in order to fertilizing students’ study anddaily lives. Second, ensure the physical and psychological health of college studentsby reinforcing the psychological course and the psychological counseling work. Third,attach great importance to the primary prevention of college students of online game.Last, analyze deeply the causality between behavioral impulsivity and personality.
Keywords/Search Tags:College students, Online game, Personality, Delay discounting, Behavioralimpulsivity
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