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College students online games addiction and online games on the offensive game participants
Author: WangJiPing
Tutor: GuZhaoMing
School: Shanxi Medical
Course: Applied Psychology
Keywords: online game online game addiction aggressive college students
CLC: F49
Type: Master's thesis
Year: 2010
Downloads: 373
Quote: 2
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Abstract
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Human aggression has been a hot issue in sociology, psychology, criminology and other subjects. There are many factors contribute to violence and aggressive behavior, and the media violence is one of the external factors. Many researches have proved that violence in film and television media has an impact on people’s aggressive behavior. Games online has been prevalence as the fourth media in the past of 10 years. There are still less studies on game addiction online effects aggressive behavior. As a sub-category of internet addiction, game addiction online is an important part of internet addiction. Objective:This study approached the status of games online among college students, and investigated whether contacting with offensive content of online games effects human’s aggressive behavior. Methods:Firstly, the author compiled online game usage questionnaire and the internet addiction scale and investigated 1100 university students. Based on above research,20 mild online game addicts and 12 severe online game addicts were selected among 130 online game addicts. Another 30 general online game users as subjects, All subjects were tested by explicit offensive questionnaire and IAT tests. Results:The survey found that there are 41.3% college students have been online game players 4-6 years; More than 50% of users play games more than 3 hours every day; more than 70% users like large online role-playing game best; The survey shows that overall prevalence of online game addiction is 16.17% in three Shanxi universities, and 12.94% players are mild and 3.86% players are severe; male was significantly higher than female on internet game addicts. Among medical、liberal arts and science students,online game addiction is significant. Another result is college students long time and frequent exposed to offensive content will form or enhance the self-schema on aggression; online game users exposed to offensive content long time and frequently will form or enhance their positive comments on the aggression. There is no difference in the implicit aggression between male and female online game addicts. Conclusion:Prolonged, frequent exposure to offensive content online games will form or enhance the user’s aggressive behavior among university students
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CLC: > Economic > Information Industry economy ( Zonglun,)
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