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Study On The Time Mental Accounting Of Junior High School Students In Problematic Online Game Use

Posted on:2021-02-16Degree:MasterType:Thesis
Country:ChinaCandidate:J J YuFull Text:PDF
GTID:2507306557951269Subject:Mental health education
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With the continuous popularization and development of the Internet,online games have entered our life.More and more people were addicted to online games,especially teenagers.The use of teenagers’ online games has a serious impact on their physical and mental health development.It has been found that the reasons for the problem of teenagers’ online game use were due to the lack of time awareness and management ability.Therefore,it is of great significance to explore the characteristics of time management and distribution of young people in online games and to find solutions to their addiction to online games.In this study,270 junior high school students in the Tai’an City of Shandong Province were selected as the subjects.The first research was to investigate and analyze the junior high school students by using the questionnaire of problematic online game use,adolescent future orientation,and the time mental accounting.The correlation analysis and intermediary effect test of the three variables were figured out to preliminarily explore the relationship among them.In the second research,based on the first research,we designed the future orientation internal anchor and the future orientation external anchor experimental materials and analyzed the effect of future orientation on improving the time mental accounting of junior high school students.The main conclusions of this study were as followed:(1)There was a significant correlation between the use of future-oriented,time mental accounting,and problematic online games in junior high school students.(2)Time source,distribution time length,and nudge method have affected the distribution of junior middle school students’ game time.(3)Through the nudging effect of future-oriented internal anchor and future-oriented external anchor,it could promote the change of games time mental account and reduce the time using of junior high school students who were addicted to online games.
Keywords/Search Tags:Junior high school students, Problematic use of online games, Future orientation, Time mental accounting, Nudge
PDF Full Text Request
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