孙崇勇,李淑莲,徐华丽,苟赟杰,李凌璨.中学生自尊、社会支持与手机游戏沉迷关系[J].四川精神卫生杂志,2020,33(6):546-550.Sun Chongyong,Li Shulian,Xu Huali,Gou Yunjie,Li Lingcan,Relationship among self-esteem, social support and mobile game addiction in middle school students[J].SICHUAN MENTAL HEALTH,2020,33(6):546-550
中学生自尊、社会支持与手机游戏沉迷关系
Relationship among self-esteem, social support and mobile game addiction in middle school students
投稿时间:2020-10-10  
DOI:10.11886/scjsws20201010001
中文关键词:  自尊  社会支持  手机游戏沉迷  中学生
英文关键词:Self-esteem  Social support  Mobile game addiction  Middle school students
基金项目:吉林省社会科学基金项目(项目名称:移动互联网时代青少年手机游戏沉迷问题研究,项目编号:2019B119)
作者单位邮编
孙崇勇 吉林师范大学教育科学学院吉林 四平 136099 136099
李淑莲 吉林师范大学教育科学学院吉林 四平 136099 136099
徐华丽 吉林师范大学教育科学学院吉林 四平 136099 136099
苟赟杰 吉林师范大学教育科学学院吉林 四平 136099 136099
李凌璨 吉林师范大学教育科学学院吉林 四平 136099 136099
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中文摘要:
      目的 探讨中学生自尊、社会支持与手机游戏沉迷的现状,并检验社会支持的中介作用,为降低中学生手机游戏沉迷程度提供参考。方法 整群随机抽取2 307名中学生为研究对象,采用自尊量表(SES)、青少年社会支持量表与手机游戏沉迷量表进行调查,并运用描述统计、相关分析、回归分析、结构方程模型检验进行分析。结果 中学生自尊、社会支持与手机游戏沉迷的评分分别为(29.01±5.74)分、(63.75±11.89)分、(61.01±19.84)分;其中,手机游戏重度沉迷、中度沉迷、轻度沉迷或不沉迷所占比例分别为8.50%、62.72%、28.78%。中学生自尊与手机游戏沉迷各维度及总评分均呈负相关(r=-0.33~-0.21,P均<0.01);除了参与时长、参与习惯外,社会支持各维度及总评分与手机游戏沉迷其他维度及总评分均呈负相关(r=-0.28~-0.12,P<0.05或0.01);自尊与社会支持各维度及总评分均呈正相关(r=0.11~0.26,P均<0.01)。自尊、社会支持各维度与总评分均能负向预测手机游戏沉迷(β=-1.49~-0.21,t=-10.10~-2.36,P<0.05或0.01),自尊能正向预测社会支持(β=0.19,t=3.20,P<0.01);中学生社会支持在自尊与手机游戏沉迷之间存在部分中介效应,检验模型的参数如下:χ2/df=4.36,GFI=0.89,AGFI=0.90,NFI=0.91,CFI=0.93,IFI=0.86,RMSEA=0.078。结论 中学生自尊与社会支持均处于中等偏上水平;手机游戏沉迷各程度分布不均匀,中度沉迷者占大多数。中学生自尊水平越高,社会支持状况越好,则手机游戏沉迷程度越轻。中学生自尊水平既可以直接影响手机游戏沉迷,也可以通过社会支持间接影响手机游戏沉迷。
英文摘要:
      Objective To explore the relationship between the status quo of middle school students’ self-esteem, social support and mobile game addiction, and test the intermediary role of social support,so as to provide references for reducing the degree of mobile game addiction of middle school students.Methods A total of 2 307 middle school students were randomly selected as subjects and investigated with Self-Esteem Scale (SES), Adolescent Social Support Scale and Mobile Game Addiction Scale, and analyzed by descriptive statistics, correlation analysis, regression analysis and structural equation model test.Results The average scores of SES, social support and mobile game addiction of middle school students were (29.01±5.74), (63.75±11.89) and (61.01±19.84), respectively. Among them, the proportion of severe, moderate, mild or non-attractive mobile games was 8.50%, 62.72% and 28.78%, respectively. There was a negative correlation between self-esteem and all dimensions and total scores of mobile game addiction (r=-0.33~-0.21, P<0.01). Except for participation time and participation habits, all dimensions and total scores of social support were negatively correlated with other dimensions and total scores of mobile game addiction (r=-0.28~-0.12, P<0.05 or 0.01). Self-esteem was positively correlated with all dimensions and total scores of social support (r=0.11~0.26, P<0.01). Self-esteem, all dimensions and total scores of social support could all predict mobile games addiction negatively (β=-1.49~-0.21, t=-10.10~-2.36, P<0.05 or 0.01), and self-esteem could predict the total score of social support positively (β=0.19, t=3.20, P<0.01). Social support of middle school students had partial mediating effect between self-esteem and mobile game addiction. The parameters of the test model were as follows: χ2/df=4.36,GFI=0.89,AGFI=0.90,NFI=0.91,CFI=0.93,IFI=0.86,RMSEA=0.078.Conclusion The self-esteem and social support of middle school students are both in the upper middle level. The distribution of mobile game addiction is uneven in different degrees, and most of them are moderate addicts. The higher the self-esteem level of middle school students, the better the social support, and the less addicted to mobile games. The level of self-esteem of middle school students can not only affect the addiction of mobile games directly, but also affect the mobile game addiction through social support indirectly.
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