李凌璨,孙崇勇,苟赟洁,路丹丹,王楠青,白文峰.中学生一般自我效能感与手机游戏沉迷:时间管理倾向的中介作用[J].四川精神卫生杂志,2021,34(6):545-549.Li Lingcan,Sun Chongyong,Gou Yunjie,Lu Dandan,Wang Nanqing,Bai Wenfeng,Relationships between general self-efficacy and mobile game addiction among middle school students: mediating effect of time management disposition[J].SICHUAN MENTAL HEALTH,2021,34(6):545-549 |
中学生一般自我效能感与手机游戏沉迷:时间管理倾向的中介作用 |
Relationships between general self-efficacy and mobile game addiction among middle school students: mediating effect of time management disposition |
投稿时间:2021-09-09 |
DOI:10.11886/scjsws20210909001 |
中文关键词: 中学生 手机游戏沉迷 一般自我效能感 时间管理倾向 |
英文关键词:Middle school students Mobile game addiction General self-efficacy Time management disposition |
基金项目:吉林省社会科学基金项目(项目名称:移动互联网时代青少年手机游戏沉迷问题研究,项目编号:2019B119) |
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中文摘要: |
目的 探讨中学生一般自我效能感和手机游戏沉迷之间的关系以及时间管理倾向在其中的中介效应。方法 于2020年11月-2021年2月采用整群抽样法选取江西省和四川省共三所中学的667名中学生为研究对象,采用一般自我效能感量表(GSES)、手机游戏沉迷量表以及青少年时间管理倾向量表(ATMD)对其进行问卷调查。使用Bootstrap方法进行中介效应检验。结果 ①手机游戏沉迷量表总评分与GSES和ATMD总评分均呈负相关(r=-0.122、-0.333,P均<0.01),ATMD总评分与GSES总评分呈正相关(r=0.536,P<0.01)。②一般自我效能感和时间管理倾向均能负向预测手机游戏沉迷(β=-0.333、-0.122,P均<0.01),一般自我效能感能够正向预测时间管理倾向(β=0.536,P<0.01)。③时间管理倾向在一般自我效能感和手机游戏沉迷之间起完全中介作用,中介效应量为-0.159(95% CI:-0.213~-0.112,P<0.01),中介效应占总效应的70.38%。结论 一般自我效能感通过时间管理倾向间接影响手机游戏沉迷。 |
英文摘要: |
Objective To discuss the relationship between general self-efficacy and mobile game addiction among middle school students, and to analyse the mediating role of time management disposition.Methods From November 2020 to February 2021, a sample of 667 students were recruited from three middle schools in Jiangxi and Sichuan provinces using cluster sampling method. All selected students were assessed using General Self-Efficacy Scale (GSES), Mobile Game Addiction Scale and Adolescence Time Management Disposition Inventory (ATMD). Further, Bootstrap method was used to test the mediating effect.Results ①The total score of Mobile Game Addiction Scale was negatively correlated with the total scores of GSES and ATMD (r=-0.122, -0.333, P<0.01). The total score of ATMD was positively correlated with the total score of GSES (r=0.536, P<0.01). ②General self-efficacy and time management disposition could predict the mobile game addiction negatively (β=-0.333, -0.122, P<0.01), and general self-efficacy could predict the time management disposition positively (β=0.536, P<0.01). ③Time management disposition played a full mediating role between general self-efficacy and mobile game addiction, with a mediating effect size of -0.159 (95% CI: -0.213~-0.112, P<0.01), accounting for 70.38% of the total effect.Conclusion General self-efficacy indirectly affects mobile game addiction via time management disposition. |
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