Risk Perception And Third Person Effect Of Adolescent Gaming Disorder
——A Case Study Of High School Students In B City | | Posted on:2022-12-05 | Degree:Master | Type:Thesis | | Country:China | Candidate:P F Li | Full Text:PDF | | GTID:2507306608964779 | Subject:Journalism and Media | | Abstract/Summary: | PDF Full Text Request | | China’s underage Internet users have exceeded 183 million and China’s smart phone ownership rate of juveniles is among the top in the world.At the same time,China’s game industry is also booming with a variety of game apps in use and a great number of online games being created.The conditions of juveniles play online games are improved and became more easier which makes them spend a lot of time and energy on online games.The topic of juveniles’addiction to online games attracted much attention of the society and always aroused heated discussions.The main prevention method of preventing teenagers from becoming addicted to online games is to manage the game platforms through institutional policies.The neglected risk perception from cognition to behavior is also important.Most academic researches on online games for juveniles mostly focused on the factors that affected gaming disorder.These studies directly put the juveniles in the players’ place which ignored the psychological state and behavioral activities of juvenile players as well as the factors that influenced their risk perception in the stage.At the same time,with the change of online game media,the social function of online games has stood in a more prominent position.Instead of"fighting alone",game players always play with their game friends that belong to their own game groups.In this background,this research used the adolescent game group as research tool in contrasting two ways.First,by taking the adolescent game group as an influencing factor,author discussed whether game groups have an impact on the risk perception of adolescents’ online game addiction.Then this author took individual adolescents and adolescent gaming groups as research objects to examine whether there was a third-person effect between adolescents and adolescent gaming groups when they faced with the information about adolescents’ addiction to online games.High school students in city B were selected as representatives of the study.After they finished the questionnaire,author analyzed data and drew the following conclusions:1.The opinions of adolescent online game groups can affect the risk perception of adolescent about online game addiction.And there are key opinion leaders in the game groups who can affect the risk perception of adolescent about online game addiction.2.When it comes to adolescent’s addiction to online games,there is no third-person effect between adolescents and adolescent game groups.And one possible reason for this result may be that adolescents are in a "mini-type pseudo-environment" influenced by adolescent game groups.This research extended the research objects of "third person effect theory" in a new direction and add more ideas to the research objects of the theory.The research also provided a new direction for the formation of the "third person effect" and author discussed the formation process in the last chapter which added a new idea for the theory under current condition.The study also verified that the adolescent gaming groups and the key opinion leaders did impact the risk perception of adolescents about online game addiction.The deviation of the risk perception of adolescents’ addiction to online games between adolescents and other social groups was also confirmed.This discovery provided a new way to prevent teenagers from online game addiction through changing the game groups.This enables game platforms to play a more significant role and put the value of research into real life. | | Keywords/Search Tags: | third person effect, risk perception, gaming disorder, adolescent | PDF Full Text Request | Related items |
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