Adolescent use electronic game how affect their mental and social reaction.
Autor: | Lin, Chou Hung, 林周宏 |
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Rok vydání: | 2002 |
Druh dokumentu: | 學位論文 ; thesis |
Popis: | 90 This study is inquiring about the current condition and usage patterns about playing electronic games of the adolescent in Taiwan. In this essay, we will discuss two major questions, the first one is about that how “ experience of playing video games”, “parents factor”, “school factor”, and “ society factor” affect the adolescents’ usage pattern of playing video games. The second one is about that if different types of video games will affect the adolescents’ mental state and social reaction. We select 664 senior or junior high school students in the southern part of Taiwan to do the survey. The following is the result of the survey. 1. The types of adolescent in paying video games. In the sample of this study, only 8 students have never played any types of video games. Over 80% of the students have played one or more different types of video games before senior high school. In this case, most of students play family use video games (ex: Play station, Nintendo, Sega). When we asked, “ where is the first time of playing video games?” about 49.5% of students played at home. When we asked,” at the first time, who played the video games with you?” about 50% of the students played with family members. When we asked about “ how did you feel that the first time of you playing video games?” about 90% of the students felt interested. When we asked about “ how long do you play video games? About 51.1% of the sample spends 0-30 minutes per day and 70.0% of the sample plays 0-2 days per week. About the spending on playing video games, 77.9% of the sample spends 0-50 dollars per day. About 75.8% of the sample, their money is from the allowance. Analysis all the data, we found out that “ the pressure of the study”, the interest of the study”, “the parents’ attitude”, “ the difficult of approaching video games”, and “the peers’ enticement” are the five major factors that determine the usage patterns of playing video games. 2. The effects on the adolescent and the society of different types of playing video games. Playing video games will affect the adolescents’ mental state, especially on “ violent tendency” and “ addicted behavior”. If the adolescent plays more and more video games, the “violent tendency” and “ addicted behavior” will have higher-level appearance. The period of playing video games also affect adolescent’s some social activities, such as “the relation between parents and children”, “ the devoting of studying”, “ the condition in school”, and “the criminal behavior”. The more time spends on playing video games,” the relation between parents and children”, “ the devoting of studying”, and “ the condition in school” will have negative effects. But on the “the criminal behavior”, we can see a positive effect. Which means that the more time an adolescent spends on video games, the more chances he or she will commit a crime. |
Databáze: | Networked Digital Library of Theses & Dissertations |
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