男大学生的主观幸福感水平与其接触网络游戏的关系研究
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摘要
随着大众传媒的飞速发展,各种各样的媒体出现在人们的生活中,这些媒体为人们及时了解社会、了解世界提供了很大的帮助。目前,高校的设备不断完善,许多在校大学生都能够在校园里听广播、读报纸、看电视、上网,这些为接受新事物能力强的大学生提供了诸多便利,其中网络媒体对大学生的影响最为深刻。但是我们看到媒体上有关大学生与网络的报道多是负面的,如网络成瘾、网络游戏成瘾等等。本研究从积极心理学的一个主要方面即主观幸福感出发,来探讨大学生,主要是男大学生的幸福感水平与其接触网络游戏之间的有着怎样的关系。
     主观幸福感(SWB),一般称幸福感,其主要含义就是人们对自己已有生活状态正是自己心目中理想的生活状态的一种肯定的态度和感受,也就是说人们对自己的生活状态、周围环境和相关实践的关于满意的认知和评价,同时也是一个人在情绪体验上对这些方面的主观认同。
     本研究采用了问卷调查的方法,用SPSS统计分析软件进行分析检验,得出以下结论:
     1.幸福感水平低的男大学生相对来说更倾向于玩网络游戏。
     本文的统计结果显示,积极情感少、消极情感多、生活满意度水平低的学生更倾向于玩网络游戏。因为积极情感、消极情感和生活满意度正是幸福感的三个因子,因此,从整体上看,幸福感水平低的男大学生比幸福感水平高的男大学生更倾向于玩网络游戏。
     2.无论是高幸福感还是低幸福感的学生在玩网络游戏的时候都倾向于玩角色扮演型游戏,低幸福感水平的学生中有三分之二的人玩网络游戏的原因是想逃避现实。
     本研究的目的是得出男大学生的主观幸福感与他们接触网络游戏之间的关系,让男大学生在现实生活中寻找幸福感,而不是在网络的虚拟世界中寻找虚拟的幸福。该研究对网络传播也提出了一定的要求,在应该传播有利于青少年心智发展的信息。同时,高校开设媒体素养教育课程是非常必要的,让学生明白网络游戏的本质,避免过于依赖网络游戏。
With the development of mass media, all kinds of medias come out in people's lives. which give a great deal of help to us. Up to now. equipments of universities have great development, many students can listen to the radio, read newspaper, watch TV, search in net and so on. These give lots of convenient conditions to the students who have strong ability to accept new things. Among the various medias, the influence of internet is the most important. But most of the reports of the influence of students are negative, for example, Internet Addiction and Online Game Addiction. In this study, it discusses the relationship between students, especially the male students and their behavior of playing internet games.
     Subjective Well-Being(SWB) is usually called well-being. The main idea of SWB is that it is a kind of positive attitude and feeling of ideal life condition which people have. That's to say, it is a kind of cognition and evaluation of satisfaction of the life condition, environment and practice, and at the same time, it's subjective identification of people on the feeling experience of these aspects. In the present society, on the condition of high living level, the pursuit of happiness is reflected as spiritual aspects. That's to say whether you're happy and whether the life satisfies you.
     In this paper, questionnaire was used and the statistical analysis was executed by SPSS .The main conclusions of this research are as follows:
     1. The male students of low SWB are inclined to play internet game.
     The statistical results show that the male students of low positive emotion、high passive emotion and low satisfaction are inclined to play internet game. Because positive emotion、passive emotion and satisfaction are three factors of SWB, as a whole, the SWB is lower, the students are more inclined to play internet games.
     2. No matter the students of high SWB or of low SWB, they are both inclined to play Role Playing game. Two thirds students of low SWB play internet games to escape from the true life.
     The aim of this paper is to find the relationship between the SWB of the mail university students and their behavior of touching internet game. It can help the mail university students find happiness in real life not the virtual world of internet. This study also makes the media of internet communicate the information what is good for adolescent mind development. At the same time, it's very necessary for universities to have media literacy education lesson. It can help the students to know the essence of internet games, can help them from indulging in internet games.
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