天堂国产午夜亚洲专区-少妇人妻综合久久蜜臀-国产成人户外露出视频在线-国产91传媒一区二区三区

角色扮演類網絡游戲與自我同一性發(fā)展的研究

發(fā)布時間:2019-06-07 13:21
【摘要】:隨著互聯(lián)網時代的到來,網絡逐漸成為現(xiàn)代人工作生活不可或缺的工具之一,2011中國互聯(lián)網報告指出,截止2010年12月,中國網民規(guī)模已達到4.57億人,人們利用網絡工作、學習、娛樂、購物、網絡正改變著我們原有的傳統(tǒng)生活方式,這其中網絡游戲取代傳統(tǒng)的娛樂項目,成為青少年的主要娛樂活動之一,便是一個很好的例證。網絡游戲經過近些年的快速發(fā)展,游戲從設計、開發(fā)、到市場推廣各個環(huán)節(jié)都逐漸成熟,已成為一項產業(yè)在蓬勃發(fā)展。網絡游戲制作精良,畫面優(yōu)美,故事情節(jié)逼真,具有很強的參與性,吸引著越來越多的青少年玩家。自我同一性是青少年時期的主要發(fā)展任務,瑪西亞認為,自我同一性的發(fā)展成熟是青少年人格發(fā)展的重要事件,自我同一性的發(fā)展成熟也標志著個體兒童期的結束和成年期的正式開始。同一性的形成是指個體對自我過去、現(xiàn)在、將來的一種主觀覺知,,是對“我是誰”“我將去往何方”等一系列問題的清晰明確的回答。青少年在網絡游戲中通過參與角色扮演,不斷地嘗試不同的角色,在游戲中不斷了解自己,認識自己,角色扮演類網絡游戲與青少年自我同一性的形成會有怎樣的關系呢?不同程度、不同特點的角色扮演類網絡游戲玩家對其自身的同一性發(fā)展過程有什么預測作用呢?這是本論文想要解釋的問題。 本論文采用問卷調查法和訪談法相結合的研究方法,以角色扮演類網絡游戲玩家為研究對象,目的在于對角色扮演類網絡游戲青少年玩家的同一性狀態(tài)做出統(tǒng)計描述,揭示角色扮演類網絡游戲在青少年同一性形成過程中所起到的作用。 研究結果顯示, (1)角色扮演類網絡游戲玩家處于同一性早閉狀態(tài)的人數居多,占全體游戲玩家的40.8%,延緩狀態(tài)的人數最少,占全體游戲玩家的15%。 (2)每日游戲時間的長短對玩家的同一性探索及承諾維度具有預測作用。 (3)玩家的游戲年齡與自我同一性的探索維度呈正相關。 (4)玩家更換游戲的數目與自我同一性的承諾維度呈正相關。 (5)玩家使用的最長一款游戲的時間與自我同一性的承諾維度呈正相關。 (6)具有較多自我表征的青少年自我同一性的發(fā)展較為成熟。
[Abstract]:With the advent of the Internet era, the Internet has gradually become one of the indispensable tools for modern people to work and live. According to the 2011 China Internet report, as of December 2010, the number of Chinese netizens had reached 457 million, and people used the Internet to work. Learning, entertainment, shopping and the Internet are changing our original traditional way of life, in which online games replace traditional entertainment items and become one of the main entertainment activities for teenagers, which is a good example. After the rapid development of online games in recent years, games from design, development, to marketing are gradually mature, has become an industry in the vigorous development. The online game is well made, the picture is beautiful, the story plot is lifelike, has the very strong participation, attracts more and more young players. Self-identity is the main development task in adolescence. Marcia believes that the development and maturity of self-identity is an important event in the development of teenagers' personality. The development and maturity of self-identity also marks the end of individual childhood and the formal beginning of adulthood. The formation of identity refers to an individual's subjective awareness of the past, the present and the future, and a clear and clear answer to a series of questions such as "who am I" and "where will I go". Through participating in role-playing in online games, teenagers constantly try different roles, and constantly understand themselves and know themselves in the game. What will be the relationship between role-playing online games and the formation of teenagers' self-identity? What is the predictive effect of role-playing online gamers with different degrees and characteristics on their own identity development process? This is the problem that this paper wants to explain. This paper adopts the research method of questionnaire survey and interview, and takes the role-playing online game players as the research object, in order to make a statistical description of the identity state of the role-playing online game young players. This paper reveals the role of role-playing online games in the formation of identity among teenagers. The results show that: (1) the number of role-playing online gamers is in the state of identity early closure, accounting for 40.8% of all gamers, and the number of delayed players is the least, accounting for 15% of all gamers. (2) the length of daily game time can predict the identity exploration and commitment dimension of players. (3) the game age of players is positively correlated with the exploration dimension of self-identity. (4) the number of players changing games is positively correlated with the commitment dimension of self-identity. (5) the longest game used by players is positively correlated with the commitment dimension of self-identity. (6) the development of self-identity of adolescents with more self-representation is more mature.
【學位授予單位】:山西師范大學
【學位級別】:碩士
【學位授予年份】:2012
【分類號】:B844.2

【參考文獻】

相關期刊論文 前9條

1 楊明智;;網絡游戲產業(yè)成功因素分析[J];大眾科技;2006年04期

2 韓慧華;;網絡游戲對當代大學生德育的負面影響的分析[J];貴州工業(yè)大學學報(社會科學版);2006年03期

3 馮聰,管雷;大學生網絡成癮者自我同一性缺失研究[J];經濟與社會發(fā)展;2005年07期

4 陸玉林;;虛擬時空中的角色探索——論網絡游戲與青少年發(fā)展[J];當代青年研究;2006年09期

5 步平平;網絡游戲對青少年的心理發(fā)展影響初探[J];中國青年研究;2004年05期

6 張軼楠;網絡游戲對青少年人格心理發(fā)展的影響[J];現(xiàn)代傳播;2003年05期

7 郭金山;西方心理學自我同一性概念的解析[J];心理科學進展;2003年02期

8 韓曉峰,郭金山;論自我同一性概念的整合[J];心理學探新;2004年02期

9 張日f;同一性與青年期同一性地位的研究——同一性地位的構成及其自我測定[J];心理科學;2000年04期

相關碩士學位論文 前3條

1 陳猛;互聯(lián)網使用、自我認同與青少年心理健康[D];首都師范大學;2005年

2 孫大強;大學生自我同一性與存在焦慮關系研究[D];蘇州大學;2005年

3 張靜;角色扮演類網絡游戲玩家互動行為對忠誠度影響之研究[D];浙江大學;2007年



本文編號:2494828

資料下載
論文發(fā)表

本文鏈接:http://www.sikaile.net/jiaoyulunwen/jiaoyugaigechuangxinlunwen/2494828.html


Copyright(c)文論論文網All Rights Reserved | 網站地圖 |

版權申明:資料由用戶ee652***提供,本站僅收錄摘要或目錄,作者需要刪除請E-mail郵箱bigeng88@qq.com