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Research On The Relationship Mechanism Between Learning Stress And Internet Game Addiction Among Adolescents

Posted on:2020-08-24Degree:MasterType:Thesis
Country:ChinaCandidate:Y Q WangFull Text:PDF
GTID:2416330599454480Subject:Journalism and Communication
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In recent years,with the rapid development of China's game industry and the rapid spread of the trend of social competition in the younger age,the problem of online game addiction and learning pressure among adolescents has increasingly become a hot topic of in the field of public,media and academic research.Based on realistic context and existing research achievements,this study This study explores the following three issues through online questionnaires to 1029 parents of students from more than ten provinces and cities in China,in-depth interviews with 14 middle school teachers,parents of students and game industry practitioners,focus group discussions among 6 middle school students,and offline questionnaires to 332 middle school students in Shenzhen which represents the high and low social economic status.Firstly,drawing on the achievements of previous studies,this paper attempts to redefine the types,concepts and measurement indicators of parental mediation in the context of online games in China.referring to the results of previous studies,we tried to redefine the types,concepts and measurement indicators of parental intervention in the context of Chinese online games.Secondly,a comparative analysis was made on the differences of learning pressure,online game addiction,academic self-efficacy and parental mediation between children from high and low social economic status.Thirdly,this study explores the relationship between junior high school students' learning stress and online game addiction,and verifies the academic self-efficacy's mediating effect and parental mediation's moderating effect.This study found that:(1)In the context of Chinese online games,there are three types of parental mediation: active mediation,restrictive mediation and co-playing.Although this study extends the classification criteria in the field of adolescent traditional media use behavior,considering the differences in media attributes,environment,culture and value orientation,this study has made some adjustments in the specific conceptual level,and defined the concept according to the specific context of Chinese online games.(2)This study revised the "Learning Stress Questionnaire for Junior High School Students" on the basis of the Chen Xu's(2004)"Learning Stress Scale for Middle School Students".(3)Adolescents with different family socioeconomic status have significant differences in learning pressure,academic self-efficacy,parental mediation and online game addiction,but there is consistency in the relationship between learning pressure and online game addiction.That is,learning pressure is positively correlated with online game addiction;academic self-efficacy partly mediates the relationship between learning pressure and online game addiction;parental mediation significantly monitor the relationship between learning pressure and online game addiction.
Keywords/Search Tags:Learning pressure, Online game addiction, Academic self-efficacy, Parental mediation, Restrictive mediation, Active mediation, Co-playing
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