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The Case Research On Social Work Intervention On Ameliorating College Students' Addiction Tendency In Mobile Games From The Perspective Of Emotional Regulation Theory

Posted on:2020-12-20Degree:MasterType:Thesis
Country:ChinaCandidate:W C ShuFull Text:PDF
GTID:2427330596978900Subject:Social work
Abstract/Summary:PDF Full Text Request
Game addiction is a mental disorder manifested by mental dependence on the game.Mobile game addiction patients mainly depended on mobile games.Mobile Game Addiction tendency refers to the degree to which mobile online game users are close to becoming addicted which exists different degrees.A long-term addiction tendency in the above state is easily to generate a series of psychological and social problems.As one of the vital basic methods of social work,social case work which with the core concept of "helping people to help themselves",focuses on individuals or families,emphasizes adapting to the characteristics of work objects aiming to improve or restore people's social life and functions by promoting their self-adjustment to the environment and society,solving their own problems,and thus enhancing and developing their social adaptability.This study explores introducing the concepts and methods of casework in social work into the intervention of mobile game addiction tendency,helping patients ameliorate addiction tendency under the guidance of emotional regulation theory,at the same time,trying to achieve deeper psychological rehabilitation in order to help patients better integrate into social life and reduce the probability of repeated addiction.This study screened qualified groups in target colleges through questionnaires to identify those who met have mobile game addiction tendency and participated voluntarily,and investigated their personal situation and degree of addiction tendency through participation observation,case interviews and scales.Then,with the guidance of emotional regulation theory,design and implement specific case intervention programs.The intervention is divided into three phases in six stages,the first phase which is also the first and second intervention,in order to understand the basic situation of the case owner and establish a preliminary relationship with it,and establish the patient's empathy,gradually determine the emotions that the case owner compensates through the mobile online game.,as well as the “key events” which of great significance in the process of online game addiction tendency,guiding the case owner to evade the situation that stimulates his own negative emotions,achieving situation selection.The second stage which is also the third and fourth interventions to guide the patient to detect the generation,change and gradually adjust and express the focus,help the patient to accept the emotions and find more healthy and reasonable emotional catharsis and compensation ways,gradually adapt to and put into real life,and then ameliorate addiction tendency.Guiding the case owner getting rid of his own inertia cognition,reducing the influence of external factors on the case owner,strengthening the situation modification,and redistributing the attention.Re-admitting and re-recognizing his own situation.The third stage which is also the fifth and sixth intervention,focusing on consolidating existing results,starting from the response-focused emotion regulation stage of emotion generation,guiding the case to adjust the response after the emotion is generated,and achieving positive feedback between the situation modification and response modulation,summarizing and reconciling the intervention.After the completion of the case,the researcher summarizes the research from the work carried out and the results achieved,reflects on the preparation,implementation and results of the intervention,and put forward his own suggestions from awareness,intervention and prevention in ameliorating college students' mobile game addiction tendency.
Keywords/Search Tags:Mobile Game Addiction Tendency, Emotional Regulation Theory, Social Case Work, College Students
PDF Full Text Request
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