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2307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:χ^2/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。
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 2307 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:χ^2/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 th
作者
孙崇勇
李淑莲
徐华丽
苟赟杰
李凌璨
Sun Chongyong;Li Shulian;Xu Huali;Gou Yunjie;Li Lingcan(School of Educational Science,Jilin Normal University,Siping 136099,China)
出处
《四川精神卫生》
2020年第6期546-550,共5页
Sichuan Mental Health
基金
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)。
关键词
自尊
社会支持
手机游戏沉迷
中学生
Self-esteem
Social support
Mobile game addiction
Middle school students