| In the Internet era,China’s game industry has developed rapidly.In recent years,not only various innovative game types have appeared,but also many domestic game IP have gone abroad.Online games have become an indispensable part of the daily life of some people.There will be consumption,the current online game top-up consumption types of various,and game players are minors and not yet economic independent students,they have not yet formed good values and consumption,prone to game impulse consumption behavior and comparison,vanity,thus negative effects on their subjective well-being.Online social capital relying on the Internet and social media,the interactive network game has been one of the favorite game play,in the background of the new crown outbreak,online games as a social media,keep in touch between people and friends,contact feelings and meet new friends also played an important role,people get club,will support way more diverse,happy or sad mood have a more broad sharing platform,is also beneficial to improve the level of people’s subjective well-being.Therefore,this study uses a mixed study design to explore the impact of online game consumption behavior on players’ subjective well-being and the mediation role of online social capital.Among them,the scale reliability validity test,status research and relationship research take the current popular game players as the research object,and clarify the reliability validity level and the relationship between online game players’ consumption behavior,online social capital and subjective well-being.The quasi-experimental study takes80 game players recruited online as the online social capital intervention activities for members of the experimental group through online group counseling.The reliability and validity test,difference test,correlation analysis and mediation effect analysis were conducted using SPSS24.0 software and Amos 24.0 software.The results are as follows:(1)The recent virtual consumption amount of online game players is significant in age,income(including living expenses),overall virtual consumption amount and daily game duration,there is no significant difference in gender;the proposed consumption amount of online social capital and its two dimensions bridging social capital and connecting social capital;in terms of subjective happiness,the recent virtual consumption amount within 100 yuan and 100 RMB 100-500 yuan in subjective happiness.(2)The virtual consumption amount of online game players can inversely predict their subjective well-being index,while online social capital can positively predict subjective well-being;online social capital plays a partial intermediary role between the influence of game players’ recent virtual consumption behavior on subjective well-being.(3)Online group tutoring can effectively improve the online social capital and subjective happiness index of game players.Therefore,this study found that the online game virtual consumption can negatively affect the subjective well-being index,but online social capital can play an intermediary role in both,through the game players online social capital intervention,can improve the subjective well-being index and reduce the amount and number of online game consumption behavior. |