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Adolescents' Game User Type Based on Adaptive and Maladaptive Game Use

机译:基于自适应和青少年游戏用户类型适应不良的游戏使用

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Objective: This study classified adolescents into specific game user types based on their adaptive and maladaptive game use and then examined the differences in mental health, academic achievement, and quality of life according to game user type.Materials and Methods: This study performed a secondary analysis of data from the ninth analysis of the “Game User Panel” data published by the Korean Creative Content Agency. In addition, an analysis of variance with a post hoc Tukey test was conducted to examine the differences in mental health, academic achievement, and quality of life according to game-use type. This was a retrospective study using secondary deidentified data.Results: Among the total respondents, 39.5% of adolescents were classified as general game users (GGUs), 11.3% as adaptive game users (AGUs), 11.2% as maladaptive game users (MGUs), and 38.0% as twofold game users (TGUs). GGUs had the lowest scores for depression and anxiety, followed by higher scores in AGUs, TGUs, and MGUs. In addition, GGUs scored higher on quality of life than the other groups while the AGUs had higher scores on academic achievement than other groups.Conclusion: Adolescents experience both adaptive and maladaptive use, and experiencing only adaptive use without maladaptive use has been shown to be relatively infrequent. Therefore, education about online game use for adolescents should not be uniformly provided given the psychological characteristics of each group; instead, it should be customized based on game user type.
机译:摘要目的:本研究分类青少年基于自适应特定游戏用户类型和适应不良的游戏使用,然后检查心理健康的差异、学术成就,和生活质量游戏用户类型。进行了二次分析数据九“游戏用户面板”的分析数据朝鲜发布的创意内容。此外,一个方差分析的图基测试进行检查心理健康的差异、学术成就,和生活质量游戏的类型。使用二次鉴定数据。总受访者中,39.5%的青少年分为一般游戏用户(GGUs), 11.3%自适应游戏用户(阿古斯),11.2%是不适应的游戏用户(开战),38.0%是双重的游戏用户(TGUs)。抑郁和焦虑,紧随其后的是更高的分数在阿古斯,TGUs,开战。在生活质量高于其他组而学术上的阿古斯有更高的分数成就比其他组。青少年适应和经验不适应的使用和体验只有适应没有不适应的使用已被证明是使用相对较少。网络游戏对青少年不应使用提供统一的心理每组的特点;基于游戏用户类型的定制。

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