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The Relationship And Educational Countermeasures Among Role-playing On Game Motivation, Role Types And Ego Identity Of Junior High School Students

Posted on:2014-12-05Degree:MasterType:Thesis
Country:ChinaCandidate:L TangFull Text:PDF
GTID:2285330431960484Subject:Mental health education
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Adolescence is a transitory stage from child to adult, whose center developmental task is to establish ego identity. However, in the era of high-technology, the development of computer network provides a stage for teenagers to perform their personalities and sets obstacles for the youth in developing the identity as well. In this situation, it is of vital importance to analyze network influence on adolescent identity formation. Role-playing online games throughout the Internet provide a platform for teenagers to discover themselves. In order to satisfy their psychological needs, they experiment with their ideal roles in the games. What is the motivation of teenagers to participate in role-playing online games? Which role types will they choose to play in the games? What is the relationship among their motivations, role types and ego identity? These problems are what the study attempts to solve.This study adopts the quantitative method; choose the " motivation scale of role-playing online games "," type scale of playing characters "and "ego identity state scale".And then junior school students from grade one to three were picked up to have tests in Tianjin,619effective questionnaires being taken back finally. According to the data received, we can draw the conclusion as follow.(1)Middle school students’ motivation of participating in role-playing online games:Entertainment and social self-affirmation, avoiding obligation dimensions exist significant gender differences.There was grade differences in self-affirmation and social norms.Different game experience in evade constraints exist significant differences. Students who spend different time in games vary in entertainment and sociality and self-affirmation.(2) Among the role to play:there are obvious differences on explorer, killer, achiever and upgrader in gender. Grades differ on social upgrader and abuser. Furthermore, differences in all dimensions exist among students of different game experience and weekly time.(3) There is an obvious positive correlation between each dimension of motivation and role in a game. Identity diffusion and explorer、killer、achievr、 upgrader show a significant positive correlation. Identity foreclosure and explorers、 killer、upgrader show a significant positive correlation. Identity moratorium and achievr show a significant positive correlation. Identity and socializer、upgrader also show a significant positive correlation.(4) Entertainment and socialization can predict socializer, killer, achiever and upgrader. Self-affirmation can predict socializer, killer, achiever and upgrader. Avoiding obligation can be used to predict killer and upgrader. Social norms can be used to predict socializer and explorer. Socializer predicts the identity achieved; explorer forecasts the identity foreclosure; killer predicts the identity diffusion; achiever forecasts the identity moratorium.
Keywords/Search Tags:Middle school students, Role-playing online game motivation, Role types, Ego identity
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