心理发展与教育 ›› 2015, Vol. 31 ›› Issue (4): 437-444.doi: 10.16187/j.cnki.issn1001-4918.2015.04.07

• 认知与社会性发展 • 上一篇    下一篇

基于技术接受模型的青少年网络游戏成瘾机制研究

张国华1, 雷雳2,3   

  1. 1. 温州医科大学心理学系, 温州 325035;
    2. 中国人民大学心理学系, 北京 100872;
    3. 华中师范大学心理学院, 武汉 430079
  • 出版日期:2015-07-15 发布日期:2015-07-15
  • 通讯作者: 雷雳,E-mail:dr.leili@qq.com E-mail:dr.leili@qq.com
  • 基金资助:
    国家社科基金教育学一般课题(BBA120019).

The Mechanism of Online Game Addiction for Adolescents: Based on Technology Acceptance Model

ZHANG Guohua1, LEI Li2,3   

  1. 1. Department of Psychology, Wenzhou Medical University, Wenzhou 325035;
    2. Department of Psychology, Renmin University of China, Beijing 100872;
    3. School of Psychology, Central China Normal University, Wuhan 430079
  • Online:2015-07-15 Published:2015-07-15

摘要: 本研究以技术接受模型(TAM)为理论框架, 通过对380名中学生的问卷调查考察了青少年网络游戏成瘾的影响因素及其机制。结果发现:(1)有用感、易用感、品质感知、游戏体验和态度与网络游戏成瘾显著正相关;(2)品质感知和游戏体验通过态度的部分中介作用对网络游戏成瘾产生间接影响, 同时对网络游戏成瘾有直接效应;有用感和易用感通过态度的完全中介作用对网络游戏成瘾产生间接影响, 对网络游戏成瘾没有直接效应。本研究结果表明, 品质感知、有用感、易用感和游戏体验对青少年网络游戏成瘾具有重要影响, 态度是其中的重要中介变量。

关键词: 青少年, 技术接受模型, 网络游戏品质感知, 网络游戏体验, 网络游戏成瘾

Abstract: This study investigated the influencing factors of online games addiction and its mechanism through questionnaires on 380 middle school students, based on the theoretical model of Technology Acceptance Model (TAM). The results indicated that (1) the variables, such as perceived usefulness, perceived ease of use, perceived quality of online games, online game experience and attitude, are all positively correlated with online games addiction; (2) perceived quality of online games and online game experience have direct effects on online games addiction and partly mediated by attitude; (3) perceived usefulness and perceived ease of use indirectly impacted online games addiction completely mediated by attitude, and had no direct effects on online games addition. The results suggests that perceived quality of online games, perceived usefulness, perceived ease of use and online game experience have significant influence on adolescents' online game addiction, and attitude was an important mediation variable among them.

Key words: adolescent, Technology Acceptance Model (TAM), perceived quality of online games, online game experience, online game addiction

中图分类号: 

  • B844
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