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The Impact Of Immersive Experience Of Cyber-violent Games On Junior High School Students On Anger: The Regulation Of Self-control

Posted on:2017-03-27Degree:MasterType:Thesis
Country:ChinaCandidate:X L MaFull Text:PDF
GTID:2355330512468025Subject:Development and educational psychology
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Youth Internet use is one of the key issues of concern in today's society, excessive addicted to the Internet on young people's normal life and learning caused great negative impact, severe cases may even cause of juvenile delinquency occurs. For teenagers, they use the most major network is the network violent video games. In addition, for teens, they use the most major network is the network of violent video games, but the most relevant factor is that their violent anger, so addicted to online games of violence whether different conditions in remote areas of the northwest adolescent anger produce impact? And for the individual, self-control is one of the major capacity to effectively reduce their own negative emotions, then young people in remote areas in the northwest, and what kind of features self-control of their existence? Whether violent video games can improve network anger for impact?In order to answer these three questions, two experiments in this study, junior high school students in remote areas in northwestern experiment subjects discussed Characteristics of the remote areas controlled junior high, normal emotional state junior high school students in remote areas network in Northwest violent games immersive experience of anger regulation of emotional impact as well as self-control, and anger at junior high school students in remote areas network in Northwest violent games immersive experiences regulation of the impact of anger and self-control, the results showed that:(1) Northwest female junior high school students in remote areas controlled force was significantly higher than the male junior high school students, and different grades and whether it is the only child of junior high school students self-control is not significant differences exist;Network violent video games; (2) Northwest immersion experience junior high school students in remote areas can cause a significant impact on their anger, and self-control can play a negative regulatory role in this effect; (3) the remote northwest region has in anger in junior high school students to experience the same network violent video games can immerse their anger cause a significant impact, but self-control is also able to play a negative role in the regulation of this effect. Based on the results of this study can provide some suggestions for improving the network of violent video games to use and self-control culture in Western junior high school students in remote areas.
Keywords/Search Tags:junior high school students, network violent video games, immersion experience, anger, self-control
PDF Full Text Request
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